Ramble On Rambling: Exploration Games
Written by Jim Rossignol on June 3, 2008 at 8:13 am.

Certain game experiences seem to suggest other, older games, and leave me longing for them. Age Of Conan, which I’ve been playing a great deal for the PC Gamer review, somehow left me longing for Oblivion. There was something about the way that Age Of Conan tantalises you with elements of single player gaming that left me quite hungry for a proper RPG romp, and so I reinstalled the last Elder Scrolls game and plunged in.
To tell the truth, I’d been meaning to go back and play Oblivion a some point this year after being reminded of it in PC Gamer UK’s Top 100 meeting. Tom Francis had talked about the moment he’d be most fond of in replaying the game: coming out of the underground tutorial into the bright, beautiful gameworld. “You get this incredible feeling of freedom,” he said. “It’s wide open and it feels like anything is possible.” It’s a feeling that, in some ways, is only possible in a game of Oblivion’s calibre. That kind of feeling could be an antidote to the pressures of real life, and definitely an antidote to too many hours in a traditional MMO. I wanted to recapture that, although I had wondered whether Francis’ was simply being hyperbolic. Was Oblivion better than I remembered?
A few weeks ago I wrote about Stalker which, in retrospect, would have been a far greater game if it could have been the “Oblivion With Guns” that some people we anticipating. I do hope Clear Sky can manage something closer to that. The other thing that Francis said at the Top 100 meeting, which left me a little dismayed, was that Stalker wouldn’t make it into his 100 games at all. That seemed odd to me, because I feel as if the Ukrainian shooter shares much with the open-ended games of exploration and personal achievement that Francis (and most of the rest of the PC Gamer team) are so fond of.
Anyway, my return to Oblivion, mixed both nostalgia for the excellent couple of weeks in which I’d originally played it (including an 3am, rather intoxicated, first plunge into the Oblivion realm which was remarkably intense), with a sense that I might not like the game all that much this time. I wasn’t expecting much – my recollections of Oblivion were faded and dulled. I expected it to have aged and recalled my eventual boredom with it the first time around. In some ways, it seems, my memory had been playing tricks on me. Discussion since Oblivion seemed to have dwelt on its failings: dodgy character development mechanisms, the lack of Morrowind’s weird-ass world design, and so on. It was as if this had overwritten what I actually felt about the game.

The truth, of course, was that I love Oblivion far more than I remembered. Even while just running across its wondrous open vistas, stopping to marvel at the sheer scale of its visual accomplishment (vegetation-drenched wooded valleys, walled cities visible from the horizon), it only took moments to spot something that I’ve lauded some other games for: something irrelevant going on in the world. A priestess of some kind was hunting and using magic to kill deer. I could ignore it, or go up to her and talk. The choice was mine. It didn’t matter, but it was still there. It was then that I got the same kind flash of freedom that Tom had done on coming out of the sewers. It’s a game that charms you with its breadth from those earliest minutes in its open world.
In some ways the same is true of having spent time with GTA4, but for some reason it lacked the same sense of exploration. Something about the attitude and environment of GTA4 meant that I didn’t get much joy from wandering off the mission-path. There are wonderful environmental elements, to be sure, and the train and cab rides really did convey the scale and bustle of the city beautifully, but I wonder whether my reduced exploration fun in GTA4 came from the fact that I mostly needed to drive around to get anywhere. Moreover, I wonder whether I simply didn’t want to explore another American city and whether my real-world inhibitions about being a thug in a city somehow dampened my enjoyment. I didn’t get such as kick out of the transgression this time around, even though GTA4’s city is the most impressive videogame world so far.
Even Oblivion’s expectant-looking NPC’s seem to facilitate my need for exploration. They might be awkwardly, bulbously naturalistic, but they’re also superb motors for your adventures with their quest-web of connections and suggestions for action.
At this point you’ll have to excuse me as I rework something I wrote on my personal blog around this time last year. It still stands
Far Cry 2 director Clint Hocking was interviewed by Gamasutra, and he talked about exploration as an activity-in-itself within games:
Spatial exploration isn’t mandatory. It’s not required in any game. It’s a certain play style and a certain type of player who’s interested in playing in that way. There are ways to design to support that well and ways to do it badly. I think it’s pretty clear which games do it well. Grand Theft Auto, Oblivion, they make players who might not even be that kind of player become interested in the act of self-motivated exploration.
I sometimes wish it was mandatory. Exploring has has long been one of the most important things for me in gaming. Elite, Midwinter, Armourgeddon, Outcast – there’s been a history of games I’ve wanted to play just to wander around in their landscapes. I often play games just to see the architecture. I was a tourist in Everquest 2, and couldn’t play Dark Age Of Camelot because the buildings were too dull. The main reason I log into Second Life is to fly around looking at peculiar structures and half-finished castles in the sky. I would quite happily have played World Of Warcraft if it had been an empty landscape with nothing to do but wander around exploring. In fact, I would probably have enjoyed that even more. (It would be interesting to take WoW’s landscape and create a ‘living world’ mod, where it is simply a place populated with AI and basic ecosystems, rather than being the backdrop for sets of linear quests. It could be an alternative MMO world based on the same space. Blizzard themselves could do that – WoW as a pure trade sim, complete with cartography, trade routes, travel plans, etc.)

I think the reason I like Oblivion was that I could just poke about in the woods and discover little shacks in the middle of nowhere. So few games offer that – Stalker does, to some extent, yet still I wish Stalker had been larger, emptier, and spookier. The number of baddies was still too high, and the ‘battle’ post-brain scorcher just didn’t interest me at all. I wanted to explore that enormous terrain at my leisure, not be hustled through under constant barrage.
One of the major disappointments of Eve Online, recently, was that “exploration” as an activity didn’t really love up to its name. There was much more genuine exploration when the early galaxy was littered with random asteroids and dust clouds – stuff that was removed in later iterations of the game. I’d like more detail like that to have been burned into the world, whereas exploration actually creates a semi-instanced dungeon that appears, lingers for a few days and then disappears again. If you do manage to find anything in Eve’s exploration sites, then it was never really there, and therefore never really explored. One of the original joys of Eve was finding interesting systems, or obscure things left over by the dev team – an unusual space station built into an asteroid, or two space stations around the same moon, for example. (Eve players will know what I’m blabbing about here, sorry…) That’s been largely lost.

Anyway, I think Hocking is right, that exploration of many different kinds is an important concept for understanding games. But purely spatial exploration, the idea of just exploring for the hell of it, doesn’t seem to be well catered for. Perhaps we explorers are in a minority. But I know we’re out there (so to speak), and I recall vividly flying out to a pointless remote island during the early beta of Planetside, only to find another person stood there on the rock. He’d gone out there because he could, because it was there. There was no gaming, “hi-score” reason to be out there, we had both just happened to want to see it, perhaps because we might have been the only people to do so.
Would anyone pay for a game that was created in the name of aimless wandering tourism? Could anything in a game world be interesting enough just to go and look at? I wonder what the minimum threshold of activity, the minimum amount of danger and challenge a virtual landscape has to offer to be considered a game?
Reports that Fallout 3 will be less about the exploration, less about the wide-open space that Oblivion provided me with does make me feel sad and annoyed. Where is my next installment of wide open virtual world going to come from? I’m kind of hoping that Hocking is going to be backing up his worlds with action. Far Cry 2, will you save the explorers?
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Tags: Clint-Hocking, eve-online, far-cry-2, feature, MMO, Oblivion, stalker, World-of-Warcraft
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Damn, I know I should have picked up Oblivion this weekend when I was at the store. Gold bundle (game + the 2 expansions) for 20euro is a steal, and I forgot to take it with me :(
June 3rd, 2008 at 8:20 am
STALKER > Oblivion, STALKER was perhaps my favorite game since Mafia.
i could never get into Oblivion, the leveling really bothered me. Conan, on the other hand has been simply amazing.
June 3rd, 2008 at 8:22 am
Meat Circus says:
Whereas STALKER, on the other hand… STALKER is love.
Though I think it should be forbidden from being granted Open World status due to its cacky loading zone transitions.
June 3rd, 2008 at 8:29 am
Morrowind was just gigantic. I really, REALLY wanted to love it, but it constantly pissed me off by clipping through the dungeon walls all the time, which often trapped my characters by blocking the dungeon exit.
I enjoyed exploring in Gothic 1&2. Also, there already is that tourism game you write about. It’s called Noctis, and it’s freeware. But I have to admit, I have never been ready to invest the time necessary to understand the controls of that game.
June 3rd, 2008 at 8:33 am
Olivion really had very few positives in it for me. I never felt I had any real freedom in game and everything ended up being repetitive (those bloody demon gates for a start) and futile (all mobs level with you? great, that removed their requirement to actually think about a progression structure).
I think for me though it was ruined by WoW in a way. Why spend all that time being getting to be a pro thief when I’m the only one in the game world it matters to?
June 3rd, 2008 at 8:34 am
i cant stand oblivion without at least 50 mods to make it bearable. i get more exploration fun browsing for mods than in vanilla oblivion. i hope for the next one bethesda actually takes the time thats needed to flesh out the world that extra bit. i wish todd howard had the balls to say on the day the game goes gold, sorry guys i was only kidding, work on this for another year.
June 3rd, 2008 at 8:42 am
Oblivion, I didn’t mind. Though I hadn’t played any other TES games beforehand. Stalker = love. Especially enjoying it with the Oblivion Lost mod.
The thing is, I enjoy wandering around, looking for stuff…. but I need a better reason to do it than ‘because I can’.
June 3rd, 2008 at 8:43 am
Mike says:
I loved Oblivion, and I still do. I’ve never got more than halfway through the main quest, because I keep getting distracted and giving myself new goals. The comparison with GTA’s world is spot on. You feel like a different person in Oblivion. There’s an impetus to explore, because it feels like you’re going to miss out unless you start working now. GTA is far sleepier.
I don’t know whether I’d want to see more, or mandatory, exploration. In fact, mandatory exploration often tends to suck. But I think worlds should be more genuinely liveable, as they are in Oblivion. I’m going to replay it once my new PC comes in.
June 3rd, 2008 at 8:45 am
Thiefsie says:
Therein lies the catch, I would undoubtedly spend a bazillion hours exploring worlds in games but frankly I have been trained to realise that there is no point, because there IS nothing there… at all. So frankly it is just a futile exercise in getting there. with no great wonder when arriving. (This is of course really pertinent when getting there is just holding down W while watching some telly on the side)
As for GTAIV, for me it would have to be because first of all, it just feels a bit samey (such as real life) and dagnabbit, it’s real enough that it is boring for most of us city dwellers? Where is the wonder in going down random alleyway 326 just to find some ammo and perhaps a trash can?
June 3rd, 2008 at 8:51 am
I am not so sure that Stalker would be better as “Oblivion with guns”. Seems like an attractive idea, but usually shooters needs a bit of structure.
June 3rd, 2008 at 8:52 am
Oblivion looked gorgeous, and when the AI worked right, it really shone. Seeing guards fighting monsters and watching a tavern brawl break out because of an inept pickpocket are just great, as is exploring the terrain.
And yet, it’s Morrowind that I enjoyed exploring more. The world felt so much more fleshed out and unique, so when you climbed those ash dunes in the distance, you honestly didn’t know what you could expect to find. Oblivion on the other hand, was too small, making stumbling upon a dungeon or ruin too frequent to be genuinely novel, especially since the compass at the bottom of the screen advertised their presence at every step.
Morrowind had a similar “wow” moment at the start of the game. Climbing up out of the boat and looking across the pier to Seyda Neen, siltstrider nodding lazily in the background was defintely A Gaming Moment. I can’t find the proper screenshot, but is a similarly stunning sort of spectacle.
June 3rd, 2008 at 8:58 am
tom says:
Ah, jim is making me feel guilty with this one…
Anyways, I’m required to mention SOTC (i know its not pc), here. It was a careful study of the margins between exploration for its own sake and the enforced ‘mission points’ approach. Tbh I still love exploring in WoW, there are often little areas that ive flown over but never reached that deliberately tease the player to go break in. Im sure stalker would have grabbed me more if my gfx card hadnt made it look like a progamers polyquake. As for eve, I really wanted to find that sense of exploration and wonder, but when the 0 zones dont really look any different from the 1 zones i was a little disappointed. I mean, as already indicated with GTA, too much realism is a bad thing, gimmie floating coral planetoids worlds or molten liquid asteroids.
June 3rd, 2008 at 9:07 am
One thing they definately got right in that old space MMO that didn’t last long at all (Earth & Beyond?) was that there was a whole experience system which was divided up into three separate branches and one of those was exploration, so there was a built in game reward for going about and trying to find stuff you’ve never seen before. Could’ve done a lot more with that though, and to this day I think its a shame they went for an MMORPG style sit there pressing buttons combat system instead of proper spacey-flying stuff.
I enjoy just randomly exploring in Oblivion, but up to a point – The point where I realise the developers have just divided things up into a series of Towns, Dungeons, Ayleid Ruins, Castles (Which were glorified dungeons) and caves. Made the experience feel, well, like the world was built from large lego blocks (Which in a sense it is)…
June 3rd, 2008 at 9:18 am
In Guild Wars I clear a zone completely of all enemies, and then wander around the zone for half an hour, with the HUD completely turned of, just to look at the beautiful environments and architecture. Beautiful, beautiful game.
June 3rd, 2008 at 9:19 am
I can see that Oblivion is deeply flawed in terms of some of the basic mechanics and that it didn’t live up to the hype. Doesn’t stop me liking it a lot though. I really ought to dig it out again and see how I like it now I know what to expect but I have a nasty feeling I ditched it. I might see if I can get a bargain copy.
June 3rd, 2008 at 9:21 am
Jim, excellent – you captured my feelings perfectly there. It’s why I wrote in another thread regarding the next Elder Scrolls game:
I’m not really a big fan of the lore, or the setting, or even the presentation at times, and Bethesda made quite a few serious errors with Oblivion, but I can’t shake the feeling there’s a faint template of my Perfect Game in the series.
It’s the feeling which Tom talks about that made me say that, the “incredible feeling of freedom” that is, at first, more emotion than experience. It’s delight at simply being in the world which to me is an example of transcendent gaming.
June 3rd, 2008 at 9:24 am
I’m going to go with the crowd and agree that Morrowind was a better wander. I didn’t play the plotline at all, really–to me, the whole game consisted of creeping through marshes with my bow killing mudcrabs, and exploring the Savage Coast looking for pearls. Eventually, I delved deep into a cave and came out with a magical claymore “Chrysamere” (I still remember the name, I was so impressed with myself). I eventually killed a man in his lonely tower keep to take it over, and slowly but surely built myself a full Dwemer dining set to put on my table, and set the entire building up as a museum featuring exotic armors. This was all done without a single mod, mind you.
I have an innate desire to do that kind of endless exploring, but few worlds have captured my imagination like Morrowind’s did. I think the strangeness of it was important–things were not always what they seemed, and sometimes you couldn’t know what something was until you really gave it a look-through. But, I’d have to say that areas and things should have a story that you can recognize and slowly unravel. The Dwemer ruins captivated me, but there was never enough information to go out and find.
June 3rd, 2008 at 9:29 am
You must be an old Table top RPG person. I share your sentiments. Being an old school role playing geek, I really started to play computer games, because I couldn’t play table top role playing all the time. People need to get together, and the DM needs time to prepare, etc. etc.
But the incredible lust for exploration in games, imo comes from roleplaying experiences, simply because a persons brain and language is so much better at creating an open ended experience than a computer game is. As somebody mentioned above: why explore in a game, there is usually nothing there. Well in table top there usually IS something there, and thats the whole difference. Which is why I’m trying to restart an Ars Magica Saga with my old mates, 15 years after i stopped playing rpgs. I am still waiting for the day where someone creates a computer fantasy world with dynamically generated content a la spore.
June 3rd, 2008 at 9:33 am
I love exploration in games. Really.
But what I love even more, is – great story, great characters with real dialogues, choices and consequences, humour, character progression that DOES actually make sense, etc..
Oblivion provided NONE of these things – the only thing saving it for me (and making me finish it) were a few very good quests (painter, dark brotherhood, camoran paradise) and very nice graphics (yeah, sometimes I am graphic whore).
But I will take Fallout over Oblivion any day.So I HOPE that bethesda will provide those things mentioned above in FO3..
June 3rd, 2008 at 9:34 am
Frans Coehoorn says:
Yeah Oblivion is nice, but what about Daggerfall? Now THAT was HUGE (although every town was random generated, but hey, it felt like one gargantuan living world!).
While we’re at it: why isn’t there a new Thief with one huge town (or more) to explore? I want a new Thief!
June 3rd, 2008 at 9:35 am
Freelancer. In great part because the world was lovingly hand-crafted – it didn’t have the ginormous expansive vistas that Oblivion delivers, but instead it had secrets. Every dust cloud hid a pirate base, derelicts, or jump gate.
June 3rd, 2008 at 9:51 am
trioptimum says:
Exploration is a strong motivator in games for me, and I often find myself rushing ahead of the story to new locations where the game allows it, rather than pacing the exploration as I probably should. I loved Oblivion, despite its flaws, because the world was just so damned beautiful.
Would anyone pay for a game that was created in the name of aimless wandering tourism?
Absolutely, if it was immersive enough, and especially if the location wasn’t fictional. When someone makes a game that lets you climb in the Himalayas or drive the whole length of an immaculately modelled California Highway 1 I’ll be interested — I’ll likely never be able to do these things in real life so they’re as escapist as the weirdest fantasy worlds and more engaging. Though whether these would count as games at all, or merely some sort of virtual tourism, I’m not sure. But sightseeing in a virtual simulation of the real world is already a selling point for MS Flight Simulator and its ilk. The potential of game technologies today to enable people to travel the world vicariously is incredible, and largely untapped.
Whether such a product would be commercially viable is a different matter.
June 3rd, 2008 at 10:00 am
Yes you saw a woman hunting deer with spells and you could go to talk to her. But why would you want to? All she will say is:
“Are you the Hero of Kvaaaaaaaaaatch?!” and then say something totally pointless like “I hear the sky is blue” just like the other 50 identical characters you meet.
TESIV has a beautiful world but its almost in the uncanny valley. Its looks so beautiful that I expect, i NEED, the characters to speak to me or at least not just say the one of the 10 lines of dialogue they recorded (exageration i know but you get what i mean).
Give me Planescape (fugly and good dialogue) over TESIV ( beautiful and no real dialogue) any day.
—
Most impressive world GTA4? Dwarf Fortress?
June 3rd, 2008 at 10:02 am
I am still exploring Oblivion (on 360 the PC couldn’t cope) I would have liked a little more reward for general rambling.
This debate reminds me of the grandaddy explore-um-up Toe Jam & Earl, where you leveled up according to how much of the map you uncovered, where every inventory item was a mystery untill you used it, and where the best health potion was a fudge sundae.
June 3rd, 2008 at 10:15 am
For those wanting some more stuff to explore in Oblivion, and a reason to do so, you need to download the Archaeologists Guild mod. It adds a whole new set of guild missions and an Archaeologists hall outside of the capital. The missions are based around finding and collecting old artifacts and special items, and it really gives you an incentive to go off the beaten trail. Well worth a look.
June 3rd, 2008 at 10:16 am
essell says:
“I wonder what the minimum threshold of activity, the minimum amount of danger and challenge a virtual landscape has to offer to be considered a game?”
I think the more important and relevent question is when people are going to get over the misconception that what we know as “games” (i.e. interactive electronic things) actually need to be games at all.
Viva la Spore, etc.
June 3rd, 2008 at 10:22 am
Shalkis says:
Recent games have conditioned players to expect that everything is there for a reason, and that there must be a reward for everything. WoW uses quests and exploration experience. GTA uses secret packages, stunt jumps and weapons. Assassin’s Creed uses flags, templars and automap updates via viewpoints.
This conditioning creates a double-edged sword for game designers. More people will do exploration, but they’ll do it just for the rewards. Should your rewards be underwhelming they’ll eventually fall back to their usual play style.
Finally, exploration as it stands now has little or no replay value, and the proliferation of FAQs, guides and database sites mean that only a handful of your players will get the intended experience. In the worst-case scenario, everything in your game will be throughly datamined, catalogued and subjected to a rigorous cost-benefit analysis before your game is out of alpha testing. While this phenomenon might be a invaluable tool from a quality assurance viewpoint, it will devastate any exploration you had planned.
June 3rd, 2008 at 10:26 am
Good lord. Somebody else has heard of Outcast.
The experience of going through that first daoka was very much like Oblivion’s sewer pipe – I was immediately hit with the vast beauty of the world. The most remarkable feat of that game was that its big world didn’t ever get dull, or feel either empty or too full. It was a world worth saving. The only game I can think of approaching that ideal is Beyond Good and Evil (so happy!).
It’s a real shame that it complains bitterly about working properly on any modern hardware.
June 3rd, 2008 at 10:27 am
The only freedom Oblivion had was the ability to walk right, left, forward and back. Daggerfall did the whole freedom, diverse gameplay thing a lot better and even Daggerfall was a deeply flawed game.
The fact that repetitiveness in Oblivion and Morrowind is as much a problem as it was in Daggerfall despite them being a lot smaller and having only “unique” quests is the biggest sign of the general incompetence within Bethesda’s design team.
June 3rd, 2008 at 10:40 am
Midwinter!!
That small mention has given me a hankering to play it again. Does anyone know if it’s abandoware now, or if anyone’s updated it?
June 3rd, 2008 at 10:43 am
I remember Outcast was splitting critical opinions right back when I first started reading games magazines. Never played it though.
Morrowind really was a revelation when it came out. I think people sometimes forget that pretty much the only things that had looked anywhere near that good were linear shooters, and here was this whole world you could just wander off into. I bought it for a pc that could barely run it and had to turn the draw distance way down to make it playable. I was wandering around with giant mushrooms looming out of the mist in front of me. And then I’d go stand on a hill, turn all the settings back up, and just look around at 2 frames per second. I was spellbound.
EDIT – Oh, and I find I spend quite a bit of time in LOTRO just wandering about to places I haven’t seen yet. Makes for a break from the grind, and it’s a very pretty world.
June 3rd, 2008 at 10:46 am
I know this is more of an Oblivion article, but it started off with Age of Conan, so that’s what I’ll comment on.
For me, part of the attraction to AoC is that it really feels like a genuine world. I very much liked exploring in WoW too, but there’s something about those cartoony graphics that makes it a little less immersing.
June 3rd, 2008 at 10:47 am
Tom Francis had talked about the moment he’d be most fond of in replaying the game: coming out of the underground tutorial into the bright, beautiful gameworld. “You get this incredible feeling of freedom,” he said. “It’s wide open and it feels like anything is possible.”
That is the exact emotion I felt when I ventured past the walls of Trinsic for the first time. And that’s my personal benchmark; it was (pardon the pompous tone) one of those defining moments in life like seeing Star Wars for the first time. Not many RPGs can can create the same emotions as the 16-years old Ultima 7, the right mixture of story, exploration and RP.
June 3rd, 2008 at 10:50 am
I loved Oblivion. Sure, I didn’t really play Morrowind (or any of the earlier TES games), so I don’t know what I’m missing, but I loved just wandering around in Oblivion and doing some random quests if I happened to want to “do” something.
Actually, I’ve thought about beginning to play it again recently, with all the new mods and stuff that’s out now. Seems like many of the game’s shortcomings have been fixed in a plethora of mods.
June 3rd, 2008 at 10:50 am
Ben Abraham says:
Gosh Jim, are you sure you’re not channelling myself in some way? 0_o I started playing oblivion about two weeks back for a bunch or random reasons and I’ve been absolutely loving the open world.
Try climbing the mountains behind Cloud Ruler Temple and heading NW – you can get on top of one peak of the mountain range, and I dare say it’s the highest point in the game. Purely stunning view – but so frustrating that you can’t. quite. get. to the other side of the mountains. ^_^
Lovely.
June 3rd, 2008 at 10:54 am
Massive open worlds scare me.
I feel like i HAVE to to EVERYTHING.
Even in Bioshock, i couldn’t move on until i’d hacked every stall-thingy, searched every box, looked in every room.
Although, in Hellgate London i explored almost every nook and cranny of every level…
Fallout 3 and Far Cry 2 better be good enough for me to do that.
June 3rd, 2008 at 10:55 am
+1 for the ones who would rather have large-environment single player games than MMORPGS. I would have loved a singleplayer Anarchy Online or Age of Conan. If there’s something that Funcom know how to do, its create fascinating environments and architecture. Just look at some of the city environments in Dreamfall.
The world doesn’t need to be realistic, it just needs to be convincing, logical or wholeheartedly authentic. It needs to make sense, I want to wholeheartedly accept the fiction of the world.
A good example is The Elder Scroll Adventures: Redguard. A lovely little swash & buckle 3rd person action adventure with fiddly keyboard controls. It’s set on one island, off of the coast of the Hammerfall. It came packaged with this Guide to the Empire in the manual which was fascinating reading. It had similarly detailed chapters for all of the lands, with handwritten editorialised commentary by some elf.
So if you want something to do, try to access the concept-artist Michael Kirkbride’s former website at http://www.mightypowerful.com through the way-back machine. He’s the one who designed the trippy mushroom architecture and organic-foldy buildings as well as some of the more evil-morrowindized-mutated creatures and fauna like the bull-netches etc.
June 3rd, 2008 at 10:56 am
Someone really needs to write an Oblivion backlash rebuke in the same vein as Kieron’s Bioshock post-mortem. Because Oblivion is, to a greater extent than Bioshock, one of those great games that it quickly became trendy to hate on and garnered its own weird backlash.
June 3rd, 2008 at 11:00 am
I loved just wandering, exploring and pillaging the landscape in Oblivion. They needn’t have bothered with the main quest for me; I wouldn’t have noticed its omission. Only got halfway through it, after a very long time of playing, and it was dull. I don’t think I actually finished a single quest-line in the 130 hours I played, and I wasn’t trying to.
June 3rd, 2008 at 11:01 am
I must confess, I too adore the exploration aspect of videogames, albeit my favourite game for exploration was not initially on PC.
Soul Reaver, I have never enjoyed exploration in a game as much as I have in this one. It’s the combination of how well realised the different areas are, the platforming aspect of getting there (i.e. jump, climb, glide rather than just walk up this hill and around a wood), the fact that many areas are not even necessary to the story but just add a bit of extra background and that those areas contain secrets/powerups that are not necessary to completing the game. By comparison I found Oblivion to be quite lacking, whilst Oblivion is certainly the larger world everywhere felt very similar, from the enemies to the lego dungeons to the leveled equipment. There was the rare gem of a special cave with a unique feature, but these were few and far between the multiudes of goblin mine/cave A-AB.
It was also very frustrating that I’d have to pretty much walk/ride through every area, at best jumping over or up an obstacle or swim through a watery passage. It’d frustrate because there’d be a steep slope or slightly too tall rocks that would be between me and my destination, forcing me to search around for a walkable route rather than just scramble over the rock. Why is there no way to climb? To crawl through small spaces? To vault fences? To slide down a rope? The more options to explore places with, the better.
I would absolutely adore Oblivion if it had a Rope Bow ala Dark Messiah, exploring by firing ropes into wooden beams and swinging along them is pure bliss. In Dark Messiah I took it to the extent that I climbed all the way up a cliff to explore a small wooden cabin hanging over the abyss, there was nothing in there naturally but I was happy just to reach it! It’s this kind of unusual or difficult exploration that really makes my day, exploring in Oblivion felt more like inevitability where you could easily find all places just by walking close to them.
June 3rd, 2008 at 11:04 am
Nice article, Jim. I too recently returned to Oblivion for a few days, to sample its graphical quality on my new PC. And I set myself a task. Don’t use fast-travel.
I discovered so many things, found so many locations I wouldn’t have otherwise, and best of all, saw so many breath-taking vistas. Ignoring the horrific (but hilarious) NPC dialogue and the multitude of other problems with the game… just to walk around the countryside and explore…just to find a forest and think “hell yeah, I’mma gonna have a look inside there,” it is liberating, it is epic, and it makes me yearn for a fantasy RPG that can pull that off, and the things that Oblivion criminally missed.
June 3rd, 2008 at 11:11 am
Meat Circus says:
I’m glad to see Oblivion getting the thorough hating it roundly deserves in these comments.
It seems that even the normally reasonable denizens of RPS-land weren’t entirely immune from the debilitating delusion that Oblivion wasn’t a broken, festering turd which swept through the games journo hive mind.
Fortunately, we readers seemed to be mostly immune to the disease.
“10/10!!!” screams Eurogamer.
“Fuck right off”, mutter I, sadly.
June 3rd, 2008 at 11:13 am
@ Kareem: The problem with Oblivion’s reception is that it became one of the games where the hype was such that people viewed it for what it isn’t and for what it doesn’t do right rather than for what it does well. Which is sad.
June 3rd, 2008 at 11:13 am
In many ways, I’d consider Thief to be a game for explorers. The dodgy, inaccurate maps meant you had to use your head a bit more to figure out where you were and where you should go next – I know I’ve gotten completely lost in several levels on the first play, and the reward of a wee bit extra gold was a solid enough incentive. To be honest, that was the huge failing of the City hub – it was so small and there were so few routes that travelling through it quickly became a repetitive chore, and because the guards knew your face, ‘exploring’ some of the tempting upper balconies could result in a sudden alarm and panicked flight.
I think it’s a balance between consequence and curiosity. Being a virtual ghost isn’t the most appealing thing in the world, a game that focuses on exploring should also deal with how exploring affects the world around the explorer – I’ve heard the first colonists to America carried English earthworms in their bilges that rapidly colonised the east coast and changed the environment – and how the world challenges the explorer. If everything’s easy, then nothing’s worth very much.
And that leads to curiosity. It looks like that’s a place I could get to if I just bounced off that rock… wonder if there’s anything up there? I think curiosity is best helped through motivators that aren’t compulsory, hard to achieve but have a strong, tangible reward associated with them. And, you know, good art design.
June 3rd, 2008 at 11:19 am
I don’t suppose those utterly unbelieveable (and for a reason) preview videos of the radiant AI helped much, Ian.
I mean, when it eventually came out… it had very few features of what it promised.
(sorta like the beta videos for Half Life 2, in places like Traptown, and the fact that the Combine couldn’t absorb SMG bullets like they were mere beanbags. It was still a brilliant, brilliant game, but I keep returning to those videos every so often and thinking “Yeah. I’d have wanted that.”)
June 3rd, 2008 at 11:19 am
I completely adored Oblivion when it was released, but I never completed it. In the period that followed, I became more and more aware of the flaws the game had – somehow, I forgot the good stuff and remembered the weaknesses.
I went back to it a year later, after upgrading my hardware. I really just wanted to check it, to see how it would run, but ended up completing it (as well as playing though Knights of the Nine and Shivering Isles). In other words, despite all the flaws which I remembered so well, I fell in love with the game all over again.
Every time I hear someone from the anti-Bethesda-brigade complaining about how reviewers didn’t mention the flaws in their reviews and only “noticed” them later on (in previews of FO3, for instance), I remember this.
June 3rd, 2008 at 11:28 am
Jaxtrasi says:
“Recent games have conditioned players to expect that everything is there for a reason, and that there must be a reward for everything.”
That’s not games conditioning people. That’s games responding to the conditioning that people have already developed in their lives.
It doesn’t matter how beautiful, interesting and explorable your world is. Not that many people really are going to explore it purely for the sake of exploring it. It’s something people do, but it’s relatively rare (by comparison to, for example, people “playing to win”).
June 3rd, 2008 at 11:28 am
Alec Meer says:
I’ve been replaying Oblivion recently too, and having a grand old time for similar reasons. I can entirely understand why a lot of people felt let down by it, but to claim it’s a bad game is knee-jerk spitefulness.
June 3rd, 2008 at 11:32 am
The exploration is one of the things that I find particularly exciting about Warhammer Online. I often find myself wandering to the tops of mountains or far off the beaten path (including endless wall jumps to get to places I shouldn’t otherwise be able to go) in WAR however that has been anticipated. So when I climb to the top of a mountain that was never officially meant to be climbed I’ll get a tome of knowledge unlock, and maybe a special title and some bonus XP. Plus there might be a lair up there. So it’s climb, climb, climb, Oh, A cave! Oh, tome unlock! Oh, I’ve been eaten by an enourmous troll.
The point being that knowing that there are players like me who love to explore and find things they’ve gone ahead and hidden loads of things for me to find. Perfect.
June 3rd, 2008 at 11:37 am
Meat Circus says:
It’s not spite. It’s kneejerk accurateness.
The hate stems mainly from the fact that a (perhaps well-meaning) coterie of journalists tried to elevate a mediocre lowest common denominator CRPG into a 10/10 brilliancefest, when we’d expect them to be honest and tell us it was nothing of the sort.
It’s perhaps unfortunate that it is games journos, rather than the developers, who are mainly responsible for the hate, since I’m sure they’d still have still sold squillions even if the journo groupthink had been prepared to come clean about the game’s mediocrity.
Mind you, since Halo 3, it’s become clear that Eurogamer, at least, will give 10/10 to any old middling prolefeed shite, so I shouldn’t be too surprised.
June 3rd, 2008 at 11:38 am
It’s a decidedly average game, with some good points and a whole lot more bad ones. I wouldn’t go so far as to say it’s a bad game, but it did it’s best to constantly stop me enjoying it (god bless the mods, though they couldn’t help with everything) and it was definitly a bad RPG.
June 3rd, 2008 at 11:42 am
grumpy says:
Huh, I didn’t really care for Oblivion. Yes, it was pretty, but just like Morrowind, they forgot to put the game in. Nice graphics and a huge world filled with cookie-cutter quests, cookie-cutter NPC’s, cookie-cutter dungeons and… Well, you get the idea.
This has nothing to do with “recent games”, but yes, I expect that everything is there for a reason. Even if that reason is simply to provide atmosphere, I expect that the world designers have *thought* about it when they designed it. I’d say that it’s fundamental to game design, even.
I guess I just expect more than a big world and open-ended gameplay from a game. I get those things all the time in the real world, *for free*.
With a game, I expect everything to fit together, to offer me an experience.
As for the much vaunted “exploration”, I prefer to explore when there is something for me to explore. Oblivion was a huge randomly-generated world. There was nothing *worth* seeing, because virtually none of it was hand-built to have a purpose, or a history, or anything that’d set it apart. I might as well “explore” by rolling a die, and go “oo, a 5! That means I’ve just found a pretty place with trees and flowers and a river”.
And even if I did want a sandbox game like Oblivion is more than anything else, some of the gameplay flaws would still be unforgivable. Do I even need to say anything more than “auto-scaling”?
June 3rd, 2008 at 11:44 am
Nuyan says:
I never played Oblivion. I think I should. And when I’m going for it some day I’ll do it with a pack of recommended mods.
June 3rd, 2008 at 11:51 am
Most people have mentioned Oblivion, a lot mentioned Morrowind and a few mentioned Daggerfall, and I think the general consensus is that the game worlds have shrunk and the exploration part of the game has suffered as a result.
Sadly, I only ever played Oblivion, but even fresh to the series I ws disappointed with the tiny size of the game world. The only reason you couldn’t see one town from another was that the developers had plonked a great big hill in the way, to make you forget you were only a few minutes ride from the next village. And the edge of the world. Same with San Andreas – they can call it a “whole damn state” as much as they like, we all know it’s a tiny abstraction of one.
Of course, as technology gets better and the level of detail we demand in games like Oblivion increases, the hand-designed nature of these worlds means that there simply isn’t time to make a truly huge game world, and you end up with everything being so squashed in that you’re never more than 100 yards or so from a dungeon. Marked on the map. And on your compass.
I believe the solution here lies in procedurally-grown worlds. If Oblivion’s landscape was made procedurally rather than by hand it could have been created in half the time, and at least double the size.
Obviously the big procedural showcase this year is Spore, and there’s a lot riding on that game for the future of open worlds (or, in this case, galaxies). But possibly more important on a practical level is that project of Introversion’s. The cities being generated there are utterly incredible – easily dwarfing any in-game city to date.
The future of this technology is obvious, and very exciting – a russian doll style system where procedural wizardry generates a world, and in it a city, and in that a building, and in that furnishings…
All of which can be explored.
June 3rd, 2008 at 11:52 am
Kudos to those who mentioned Guild Wars and Dreamfall. I pored every inch of the latter despite knowing there would be no reward just to see every gorgeous nook and cranny. When you’re looking into doorways and admiring the arches and doorknobs you swiftly realise what a talented art team can do to a games immersiveness.
June 3rd, 2008 at 11:53 am
@ The Hammer: I was going to comment on the same thing and decided to post what I’d finished writing because I had to go do something else, and my laptop isn’t the most reliable interwebs device at the moment.
To a degree the problems WERE their own fault because press releases and preview material allowed the hype to sustain itself rather than calming things down. They kinda wanted a big blowout at the start than a stream of more more reserved reviews and commentary.
June 3rd, 2008 at 11:59 am
Ah, I just realized, the brilliant but unbearable Elder Scrolls game was of course Daggerfall, heh.
http://upload.wikimedia.org/wikipedia/commons/5/5b/Caspar_David_Friedrich_032.jpg
June 3rd, 2008 at 12:00 pm
There has to be a reward for exploration for me. Even if it’s just a recognition that I found something that wouldn’t be found unless you were trying to explore off the track and obviously something significant at the end that makes you feel special having seen it. Just a message on screen saying “Hey you found it! ;D” would do.
I remember (and I’m sure most people did this at one time or another) spending 2 hours walking and swimming between the mountains and the ocean in WoW, I think it was around Dun Morough, starting in the Wetlands to the North and finishing up in Westfall. There was absolutely bugger all to see the whole way except for around midway when you come across a cottage with a little pier near it. I think there was a sign or the cottage had a cute name or something. It made it completely worth it. We spent 15 minutes emoting and jumping around near by. It would have been nice to have had something else there, like an NPC or something, but that was just enough.
Additionally there were other places in WoW that the persistant explorer could find. I cannot for the life of me remember where it was but you could find a vast valley with nothing in it, just one texture the whole way. I have a vague recollection of thinking it was in the shape of a dragon fallen to earth. No idea if that was the intention but there it is. And then in the early days there was a bug in Dun Morough that let you go to some farms and a waterfall that you could only see from a Griffon ride usually. I think there was a tunnel at the top that had nothing at all at the other end except empty blue. Obviously I threw myself off, my character fell for 4 minutes and then landed, and died from the fall. Another dead body of a previous explorer was at the bottom, another player had been here before me and had left his body there rather than respawning. Marvellous, laugh out loud moment.
June 3rd, 2008 at 12:02 pm
You know, with Oblivion, I can see the flaws that other people point out; the levelling system, the sameiness of some of the scenery, etc. But when you’re gazing at a sunset over a lake to Jeremy Soule’s soundtrack after an epic battle, none of that matters. (Heck, even battles with _crabs_ seem epic in that game.) I don’t think there’s any game where I’ve had such a sense of immersion. Played it regularly for around 18 months myself, and still haven’t finished the main quest! Must return to it after I finally finish DE:IW.
P.
June 3rd, 2008 at 12:03 pm
If theres one thing that really gets under my skin, it’s the bandwagon jumping Oblivion haters that have swarmed ever since Bethesda aquired the Fallout licence.
Yes, the Fallout and Elder Scrolls games are not the same type of RPG. Yeah, they do some very different things. And they should be judged on different critera.
Oblivion is a triumph, for all the reasons stated in this piece and more. It has brought hundreds of thousands (millions?) into the RPG fold. It’s taken a fistful of the RPG’s best qualities and rendered them so beautifully, so engagingly, that action-gaming fans all across the globe have become enraptured with playing an RPG. And thats a magic thing.
No, it isn’t the purest RPG ever, no there is very, VERY little meaningful roleplaying to be done. It’s never really been Beth’s strongpoint.
90% of people who play Oblivion don’t come back grumbling about dialogue choices. They’ve been shown half of the potential an RPG can have, a huge, free world, they’ve been allowed to write their own story, go where they want and do what they want -when they want. And crucially, It was fun.
It’s not like Oblivion is end-all of the genre. Every sign is that they are making pains to try and deliver something deeper with Fallout 3, and good luck to them. The more meaning and depth they can stuff into the Oblivion framework, the closer we are to gaming Nirvana.
June 3rd, 2008 at 12:07 pm
I had a discussion recently about whether Stalker would have worked without its focus on combat. For me, the real lasting memories I have are of exploring the zone, of sneaking around gloomily lit abandoned buildings jumping at shadows. The game captured the feeling of dilapidation perfectly in some areas but was really let down – as Jim rightly points out – by the moments post-brain scorcher where it’s a constant firefight. Prypiat should have been the highlight of the game but it felt too rushed, too full of enemies and anomalies to be enjoyed as I would have liked to. I felt CoD 4 did a much better job of this; the entire section in Prypiat was the real standout moment of the game. The game exasperated me with its combat (maybe because I am just not good enough at it) so the moment when I wandered in to an abandoned canteen to find a tree growing through the wall was made all the more poignant.
I felt Stalker would have benefited if it had dropped its focus on combat and instead put its effort into the bits that truly made it stand out: the incredible sense of atmosphere it often attained. If it had used guns sparingly, making them a precious resource rather than a ubiquity, it would have been a much better exploration experience. You were never really free to enjoy looking around its numerous ruins due to the constant threat of bandits, anomalies and manky dogs running at you. Stalker tried an interesting tack of trying to encourage exploration through use of its stashes. Unfortunately the idea was flawed since you had to know about the location of the stash beforehand and when you found out about one it was highlighted on your map Oblivion style.
The real reward for exploration shouldn’t be ammo or powerups to make it rewarding. For me it’s the sense of finding something new and unique, something that somebody has crafted but that not everyone will see. Morrowind was fantastic for this because unlike Oblivion, each dungeon was hand crafted to be at least unique if not particularly interesting. As mentioned above, moments like finding Chrysamere or the Masque of Clavicus Vile were fantastic rewards: here were weapons with fame and legacy, the artefacts had histories which you could research if you wanted to. Morrowind had so many of these unique hidden areas that it inspired you to explore every tomb or cave you came across because you never knew what to expect. Oblivion achieves a similar feeling in that you do not know if you can expect bandits in daedric armour or bears and that you will never know what random loot you will pick up but without any context to these finds they are meaningless. I would far rather be weilding Fang of Haynekhtnamet which I plucked from the twisted heart of a Sixth House stronghold deep in the forbidding ashlands than having an ebony longsword which has a fire enchantment which I found in a crate in an Ayleid ruin. The former rewards my exploration and brings me further into the game world, producing a narrative unique to me but still integral to the setting.
Oblivion wasn’t without merit and the visuals were a good reward for exploration, but this still felt a bit flat compared to the incredible variety and surreal beauty of Morrowind. Outcast inspired similar feelings of just wanting to go out and explore, whether you were striding over rice paddies on your twon-ha or sneaking around city streets trying to avoid patrols, there was always something to do and see. I put an entire summer of school holidays into that game and probably completed half of the main story line which itself is testament to how absorbing the world is. And I didn’t think the stealth training was really that difficult.
June 3rd, 2008 at 12:07 pm
I think the world in Oblivion is great, but like many others I thought that Morrowind was far superior. Oblivion’s world just feels far too crowded, dungeons seem to litter the landscape at every 50 paces, and you can’t get very far without attracting unwanted attention from some wandering monster. The other big problem with Oblivion is that there just isn’t enough variety in the landscape. It is just so much more of a plain old generic D&D style fantasy land when compared to Morrowind.
Boiling Point was another great game for just heading out and exploring in. Driving down muddy jungle dirt tracks and then heading off into the jungle on foot to explore was good fun. There were plenty of little places and ruins hidden away in the jungle, and you had to really get out there and hunt for them, but it gave you that thrill of discovery when you did eventually find something. Hopefully White Gold and Precursors will be just as fun to explore.
What I’d really like is an exploration game where you can build yourself a house. I often used to play Morrowind and come across spots that I thought would make great places to build myself a nice little dwelling. Somewhere I could just sit down and take in the view and soak up the ambiance. Of course many people did exactly that and built their own houses in Morrowind using the editor.
June 3rd, 2008 at 12:20 pm
Meat Circus says:
I remember…spending 2 hours walking and swimming between the mountains and the ocean in WoW, I think it was around Dun Morough, starting in the Wetlands to the North and finishing up in Westfall. There was absolutely bugger all to see the whole way except for around midway when you come across a cottage with a little pier near it.
You know what that little cottage is actually for, btw?
It’s apparently where all newly created WoW toons spawn, for a fraction of a second before they are zoned to their correct starting area. It’s called Newman’s Landing and when you get there, you leave all zones in Azeroth.
Finding it’s a nice little reward for those prepared to tolerate the 20 minute swim/rock climb needed to get there.
June 3rd, 2008 at 12:23 pm
Great post Rob, really pinning down exactly what Morrowind did better than Oblivion.
The other big thing is the level scaling. I remember back playing Morrowind, my meek low level character would stick to the cities whenever he could, or at least the roads. I’d/He’d heard the rumour about the dangerous daedric ruins far too many times, and everytime I saw those big, crimson jagged structures he’d/I’d shudder and persue a different route. The few times he/I dared to venture inside, he’d either die or barely escape alive.
That was immersion. Being to afraid to visit certain parts of the game, leveling up and training so that you can raid those ruins you’ve feared through half of the game. It’s core to the success of MMOs, and it was, in my opinion, completely foolish of Beth to have removed from the Elder Scrolls series. I think they’ve learnt their lesson, thankfully.
June 3rd, 2008 at 12:24 pm
Inglorion says:
Oblivion was one of the most hollow game experiences I’ve ever had. As much as I detest it, I don’t think Bethesda has much reason to make improvements for Fallout 3, as Oblivion was both favorite among critics and a huge seller.
June 3rd, 2008 at 12:34 pm
It would probably be impolitic to mention C——– on RPS, but it fits this so hard.
June 3rd, 2008 at 12:36 pm
Whenever I’m re-playing Half-Life2 the part with the dune buggy gives me that sense of freedom… I can’t really explain why.
I know pretty well that I can only move in one direction. Yet, the beach, the road, the occasional house, the long stretches of driving, even the bridge. It gives me an almost exhilarating feeling of freedom. It’s strange because at the same time I know it’s an illusion and actually the game world, the reality in HL2 is very dreary, dystopian, downright depressing.
Yet still, I don’t know. Maybe it’s because as Gordon Freeman one has no ties left to that world, you’re not bound to lose anything. Anyway, although it’s not as vast as the world of WOW or any new game, no other game gave me that inexplicable sense of freedom.
June 3rd, 2008 at 12:36 pm
Meat Circus says:
@McCool:
It’s taken a fistful of the RPG’s best qualities and rendered them so beautifully, so engagingly, that action-gaming fans all across the globe have become enraptured with playing an RPG.
No, it took a fistful of the RPG’s best qualities, and pissed them up the wall in an attempt to appeal to the great unhosed.
I’m utterly baffled as to why Bethseda’s attempting to appeal to the mass market via a programme of extensive neutering and debasement of the RPG as a narrative experience is something any true lover of gaming would treat with anything other than contempt and horror.
If the true RPG is a dying genre, Oblivion will be one of the games that contributed most significantly to its decline.
June 3rd, 2008 at 12:45 pm
Alec Meer says:
Meat Circus, in reference to your earlier comment – accusations of mass journalistic mendacity because some people loved a game you didn’t is openly ridiculous, and devolves your argument into trolling. We tolerate a lot of unnecessary antagonism from you, but there’s a limit.
June 3rd, 2008 at 12:46 pm
Just because in most current games a computer sets up the world doesn’t mean it should be that way.
Open World: An open world game has elements that suggest the world has a life independent of its players. It’s the movie adaptation of The Lord of the Rings as opposed to that of Harry Potter: both had huge budgets, but in Harry Potter you got to see how the spent every last dime. In The Lord of the Rings, they’d bring stuff in from the book without exposition: it was just there, and you got the feeling that if you turned around, the world would continue.
In games, one of my reference points is the demo to Operation Flashpoint. You start out on a beach; a M113 mills about; a helicopter flies overhead. They have nothing to do with your story, but they’re there. You see villages in the distance; your map is bigger than the area of operations. That’s an open world: you’re not going to hit artificial walls and know it’s a “level.”
Oblivion is a great game. Yes, the map is “too small”, scale-wise. But “real scale” aside, it convinces the player (for a while) of its scope. The foreshortened landscape feels bigger than it really is. Little details, such as the arrangement of a village, or the distribution of vegetation, make us believe without thinking about
Open world games have limits. Outside of the missions (errr… “quests”), there are a limited amount of ways the player can interact with the environment in Oblivion Operation Flashpoint someone would, say import the San Juan Islands, and populate it with trees, towns and roads, and we’d go on a six-hour recon mission, dodging enemy patrols, and never quite knowing what we’d find, but by the fifth time, no surprises were left. And in any case, we knew what we’d find would behave according to a limited set of rules we knew pretty well.
Those rules, I suspect, hold the answer to Jim’s question:
Would anyone pay for a game that was created in the name of aimless wandering tourism? Could anything in a game world be interesting enough just to go and look at? I wonder what the minimum threshold of activity, the minimum amount of danger and challenge a virtual landscape has to offer to be considered a game?
“Aimless wandering tourism” will not work in a dead world. The exploration you describe is an exploration of the rules according to which a world operates — what kinds of houses appear where, what vegetation there is, weather patterns, what do NPCs do to each other, where do those cars go? Exploration becomes interesting when we discover the boundaries of those rules, or instances that break them: there’s a forest of giant sequoia only in this valley; this person’s daily routine involves working in the shop till six, then wandering through the park, eating and sleeping; this cemetery glows orange between 1 and 2 in the morning.
Okay, I’ve been playing Hitman: Blood Money lately, and it shows: each level there is a world, a mechanism designed to be explored, tinkered with, and shot up, just to see how it works. You explore the levels, but also the game itself: if I throw this hammer at someone, will it kill that person?
So pure tourism? I’ve known people to play a mission of Operation Flashpoint where they take a car and go on a driving tour of a peaceful island. But people normally want more than that. Exploring the real world is interested, not the least because you can interact with the world you explore and socialize with others you encounter; and humans, like other animals, use games to explore the rules governing socialization. Video games offer the chance for exploration, but that exploration is as much of the rules governing the game as of the world it presents.
But developers can only anticipate a limited number of interactions with canned responses. To go beyond that, you need other humans; hence part of the appeal of MMORPGS. But even in those cases, the missions are canned; to open horizons further, you need a human in the loop. (and in many of the more interesting narratives of MMORPG events, the people running the game play an active role) In graphically based MP combat simulations, going back at least to Air Warrior, major events had a human or team of humans running the thing live, not just fixing bugs, but compensating for the limitations of the game environment, and reacting immediately to the players’ unexpected actions. With OFP (and now with ArmA), the first thing I did once we got networking services running was to make a console that could modify the game state of any of the players connected: in a multiplayer game, if the players (or the cursed AI) deviate from the pre-established script, why not allow a “Mission Manager” to create a believable reaction?
Why not make more MP games where someone can play the role of “DM”?
June 3rd, 2008 at 12:47 pm
Meat Circus says:
@Inglorion:
You’re right. Games journalists, by unwittingly embracing and advancing the fiction that Oblivion was a good game, have pretty much given succor for Bethseda to do it again with Fallout 3.
June 3rd, 2008 at 12:49 pm
There are NWN2 servers, like Haze, that allow players to design mission and GM themselves I think.
http://www.nwn2haze.com/index.php
June 3rd, 2008 at 12:52 pm
Meat Circus says:
@Alec:
I’m not saying it’s mendacity. I’m applying Hanlon’s Razor.
It seems to me that games journalists are unfortunately far from immune from the PR nonsense that surrounds big games like Halo 3 and Oblivion, and sometimes this lack of immunity causes journalists to inadvertently make the situation worse, by squeeing all over yet another big budget mediocrity until it’s getting 11/10 in every venue.
And that is what happened with Oblivion.
June 3rd, 2008 at 12:54 pm
On STALKER (a game I really need to go back and play properly as I’ve hardly scratched the surface) the things I remember are things I saw and discovered, rather than the combat. I’ll be modding it a bit when I get back to it as I tired of grunts being able to shoot the ballhair off a sparrow from a thousand paces when the sparrow is under a bush, but the desolate feeling of some things made the running about more than worth while. Looking at a big wrecked building and both feeling a little sad at what’s happened and wondering whether there’s something which will try to kill you if you go in there.
As for WoW in terms of exploration, I’ve had a few moments where I’ve really enjoyed just taking in the view of the area I’m in. When I was still a proper newbie dwarf in Dun Morogh I was scaling a hill as a shortcut, and then looked out over a frozen lake, snowy trees and whatever else and thought the whole thing was beautiful. I’ll see bigger and more spectacular things in WoW as I go along and get to higher level areas, but that’s the one that sticks with me from a roaming around point of view.
June 3rd, 2008 at 12:58 pm
Spot-on article, Jim.
I’ve slowly come to realize that exploration is probably not just one of the most important parts of gaming for me, it probably *is* the most important part of gaming. When I find a game with a setting that interests me, I find it hard to simply stay on a track of predetermined path of actions. I mean, I can do it, some of my favourite games are in this category, but it’s never quite what I want from it. I don’t want to view your virtual world through a pyrex screen; I want to swim in it.
I’m fairly sure this mindset has been forged mainly through the last few years, where – due to circumstances I won’t go into here – I’ve lost freedom of movement. So I started to use gaming as a mix of taking my mind off of things and, in a weird way, a sort of mini-holiday. Half-Life, Bioshock, story based games of this sort are great, but for Assassin’s Creed, Oblivion and GTA, these are the sort of games where I’ve begun to happily overlook their faults simply for a chance to *be* in a world. And even better, I can do it on my own time.
Pardon me for the longish post, but I’m just very happy to see that I’m not the only one who favours exploring weird and glitchy worlds. Thanks for the article!
June 3rd, 2008 at 1:00 pm
Shalkis: Dude, there is so much shit in WoW that is just there for exploration! It’s one of the reasons I started in the first place, an enormous list of easter eggs on a forum somewhere.
June 3rd, 2008 at 1:02 pm
Just Cause is probably worth a mention, too. I mean, there wasn’t that much to actually find as I recall, but just driving/hiking/paragliding around the island was pretty entertaining.
Dwarf Fortress in adventure mode, too. Big old world, full of caves and towns and rivers and mountains, where every creature has a history. You just need to walk up and ask them. The gradually-uncovering legends thing is a stroke of genius, too.
June 3rd, 2008 at 1:03 pm
Alec Meer says:
Meat Circus – In this instance you’re talking about enthusiastic, experienced, intelligent journos – like Tom Francis on Gamer, and Jim here (I’d include myself, but ‘enthusiastic’ and ‘intelligent’ would be then be innacurate) – who genuinely adore (present tense deliberate) Oblivion. The fact those other two are still playing it and writing a ton of eloquent words about it even now, two years on from the ‘PR nonsense’, aptly demonstrates it’s nothing to do with being affected by marketing. Look too to the enormous mod community – there’re a vast number of people who love the game, warts and all, enough to spend an insane amount of time adding to it.
Say what you like about the game, but don’t accuse other folk of weak-mindedness and propogating falsehood because they enjoy it when you don’t. I think Halo 3’s the height of mediocrity too, but I respect that some of my fellow journos genuinely dig it.
June 3rd, 2008 at 1:07 pm
I find myself actually agreeing with Meat Circus. Must be the heat.
I’m wondering though:
Morrowind had one of the most active, friendly, creative and productive mod communities I’ve ever seen. Sadly I never got into Oblivion modding, because the game was such a huge let-down for me. But now that two years have passed since Oblivion’s release, shouldn’t there be mods out, that address most of Oblivion’s shortcomings?
ie: no more fast-travel whenever you want to, most enemies having fixed levels without all those scaling difficulty nonsense, etc…
June 3rd, 2008 at 1:08 pm
“and still haven’t finished the main quest!”
Don’t worry, it’ll only take an hour.
June 3rd, 2008 at 1:08 pm
Jim, I agree completely. Exploration is probably the most important part of a game, to me, because it’s something you just can’t really do in the real world any more. Everything has been discovered, mapped, GPS’d, built out with hotels and theme parks. It’s why I’m continually drawn to games like STALKER and Oblivion, games in which I will routinely take hours to do something that other players do in 15 minutes – simply because I take a long time to just look around and soak it all in. Thanks for your articulate thoughts.
June 3rd, 2008 at 1:09 pm
Taximan
So if you want something to do, try to access the concept-artist Michael Kirkbride’s former website a…He’s the one who designed the trippy mushroom architecture and organic-foldy buildings as well as some of the more evil-morrowindized-mutated creatures and fauna like the bull-netches etc.
Another Michael Kirkbride groupie? The guy is a friend of mine and much more than just a concept artist. He also wrote that Pocket Guide to the Empire, as well as some of Morrowind and Oblivion’s more original in-game texts, like The 36 Sermons of Vivec, The Monomyth, and the Mythic Dawn Commentaries. It’s a sore point of some fans of Elder Scrolls lore that he left the company after Morrowind, though he still writes texts for Bethesda and appears every now and then to give us (by which I mean the forum) new stories.
Oh, and if you’re interested in more of Michael concept art, here’s an online version of the art book that came with the collector’s edition of Morrowind.
It also a particularly soar point that Oblivion’s vision of Cyrodiil in no way matches the wonder of the image in the Pocket Guide:
Refayj’s famous declaration, “There is but one city in the Imperial Province,–” may strike the citizens of the Colovian west as mildly insulting, until perhaps they hear the rest of the remark, which continues, “–but one city in Tamriel, but one city in the World; that, my brothers, is the city of the Cyrodiils.” From the shore it is hard to tell what is city and what is Palace, for it all rises from the islands of the lake towards the sky in a stretch of gold. Whole neighborhoods rest on the jeweled bridges that connect the islands together. Gondolas and river-ships sail along the watery avenues of its flooded lower dwellings. Moth-priests walk by in a cloud of ancestors; House Guards hold exceptionally long daikatanas crossed at intersections, adorned with ribbons and dragon-flags; and the newly arrived Western legionnaires sweat in the humid air. The river mouth is tainted red from the tinmi soil of the shore, and river dragons rust their hides in its waters. Across the lake the Imperial City continues, merging into the villages of the southern red river and ruins left from the Interregnum.
The Emperor’s Palace is a crown of sun rays, surrounded by his magical gardens. One garden path is known as Green Emperor Road-here, topiaries of the heads of past Emperors have been shaped by sorcery and can speak. When one must advise Tiber Septim, birds are drawn to the hedgery head, using their songs as its voice and moving its branches for the needed expressions.
Indeed, you can still find references to Cyrodiil being a jungle kingdom in Oblivion. In fact, many of the longtime fans feel Bethesda sold out and lost all sense of creativity when Michael left.
June 3rd, 2008 at 1:11 pm
As for the much vaunted “exploration”, I prefer to explore when there is something for me to explore. Oblivion was a huge randomly-generated world. There was nothing *worth* seeing, because virtually none of it was hand-built to have a purpose, or a history, or anything that’d set it apart. I might as well “explore” by rolling a die, and go “oo, a 5! That means I’ve just found a pretty place with trees and flowers and a river”.
That was also one of my major poroblems with Oblivion. There didn’t seem to be much thought to placement of ruins, towns, citiies beyond “we’ve not had one of these for a coupla hundred yards” better bung another fort down here. In many ways less would’ve been more. I would have galdly taken fewer quests, cities and especially forts and dungeons if they’d been made more interesting, unique and believably placed. The world didn’t feel at all organic!
June 3rd, 2008 at 1:26 pm
Crispy says:
Tom Francis had talked about the moment he’d be most fond of in replaying the game: coming out of the underground tutorial into the bright, beautiful gameworld. “You get this incredible feeling of freedom,” he said. “It’s wide open and it feels like anything is possible.”
I got the same feeling in Unreal on exiting the crashed spaceship into a canyon with waterfalls, vibrant colours and what seemed in those days to be an expanse of space. In fact I seem to recall either a PCZ or a PCG reviewer recounting exactly the same experience.
June 3rd, 2008 at 1:27 pm
If you, like me didn’t like the “dumbing down” of the vanilla Oblivion, try it again with the Oscuros Oblivion Overhaul.
Lovely Mod
as you can see.
June 3rd, 2008 at 1:29 pm
I did enjoy the exploration aspects of Morrowind and Oblivion, but Oblivion did feel, for me, that the landscape was being procedurally generated after a while, which was something of a shame.
Shadow of the Colossus, however- there was a landscape I would go and explore just for the sake of seeing it, simply because the whole was a work of artistic design in its own right. I can think of few other games that took that approach.
June 3rd, 2008 at 1:41 pm
Of Gothic 3’s many flaws, rewarding your exploration was not one of them. Not only are there great vistas and dark forests, but plenty of enemies (I had a lot of fun heading to the desert bit at a low level and bowsniping/running for my life), quests, and items that have nothing to do with the story and are solely there to reward you for exploring around the next corner or over the next hill. Most weren’t too far off the beaten path, so you didn’t need GameFAQs to find them, and others were greatly rewarding for those who really looked around. It was great knowing that I could quest for an hour, then roam the countryside for an hour, and expect unique experiences and suitable rewards from both. With an ecosystem (predator/prey population cycles, certain areas for spawning, long-term effects of your sparing or depleting a population) I could have happily roamed the countryside for many, many hours without even thinking of a quest. It’s also the only RPG I’ve played that makes playing an archer not only possible but serious fun.
June 3rd, 2008 at 1:41 pm
Google Earth is the greatest exploration game ever, no question.
June 3rd, 2008 at 1:44 pm
Look too to the enormous mod community – there’re a vast number of people who love the game, warts and all, enough to spend an insane amount of time adding to it.
Going by the comments in their readmes and several dialogues with mod makers via, email and forums I wouldn’t take their passion for modding the game as a love of the game. Most seem to state “Making Oblvion what it should have been” as their mission statement. A great many are extremely scathing of the game, Bethesda and their support.
June 3rd, 2008 at 1:52 pm
A lovely, highly agreeable statement, this post is. Jim, have you played Ico and Shadow of the Colossus? Dreaded consoles, yes yes, but I strongly recommend them for you. The place of Ico forces me to move through it with slowly, with reverence, walking quietly across its vast spaces when I could ease the analog stick forward and break into a bumbling run with no effort.
June 3rd, 2008 at 1:55 pm
@ Okami: There’s a tonne of mods, and a few that make it so that the world doesn’t level with you. This seems to be a popular one that does just that:
http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.Detail&id=268
Might want to read the comments first, but if any of them put you off there will be others to be found just a Google search away.
June 3rd, 2008 at 1:56 pm
Personally I can’t say I cared too much for Oblivion the game, but I understand where Jim is coming from with respect to Oblivion the environment (though the City was dire). Personally I’m completely addicted to exploring virtual space in games, if nothing more than to marvel, at the vistas when the sun comes up over the mountains, or discover the hidden gems developers often put into games.. Open world games provide one with the freedom to trespass.
It’s a pity the thread seems to have been hijacked by people determined to bash ‘Oblivion the game’ rather than discuss ‘Oblivion the environment’ unfortunately.
Google Earth is the greatest exploration game ever, no question.
There is some truth to that. It’s kind of fun to scoot over LA and Beverley hills and pick out the sites.
June 3rd, 2008 at 2:05 pm
“Tom Francis had talked about the moment he’d be most fond of in replaying the game: coming out of the underground tutorial into the bright, beautiful gameworld. “You get this incredible feeling of freedom,” he said. “It’s wide open and it feels like anything is possible.”
I got the same feeling in Unreal on exiting the crashed spaceship into a canyon with waterfalls, vibrant colours and what seemed in those days to be an expanse of space. In fact I seem to recall either a PCZ or a PCG reviewer recounting exactly the same experience.”
I love that moment too. Unreal was SO GOOD OMG.
Anyway, I loved Oblivion. Fair enough, many don’t. But it has this unique ability to make those that don’t like it think everyone else is a COMPLETE TWAT MUST DIE OMG YOU’RE SO WRONG ANYONE WHO COULD POSSIBLY ENJOY THIS MUST BE BRAIN DAMAGED.
I mean, I think Halo is totally meh, but I can at least accept that some people see the appeal without assuming they have been BRAINWASHED by the MAN!
I think accusing journalists, of all people, of being overcome by PR is a bit silly. As the people who are subjected to it the most, I assume they are also the most resistant.
edit: having said that, I can’t believe Tom Francis wouldn’t put Stalker in his top 100. It clearly is a top 2 game. He must have been brainwashed by capitalist pig dogs.
June 3rd, 2008 at 2:12 pm
Meat Circus says:
@Alec:
See, I quite understand that there exist game journalists who genuinely liked Oblivion (they are, of course, wrong, but that’s their own lookout.)
However, that this game was getting near-universal acclaim, when the evidence of this thread and much, much other discontent is that it was not *nearly* deserving of it, suggests to me that something went wrong at the point where the game and its reviewers intersect.
Halo 3 is rather easier to understand, of course, since most game journos are exactly the sort of lowest common denominator sexually frustrated young men that Halo 3 was aimed at. Present company excepted, of course.
June 3rd, 2008 at 2:15 pm
Just to qualify my statement, Google Earth is the greatest exploration game for several reasons:
1. Obviously, huge game world; compare the number of shops/restaurants/etc. you could visit in GTA4 to the number you can visit in the REAL New York.
2. Constantly updated; ever changing world means game has limitless replay value.
3. Historical background to everything; a lot of places even have in-built Wikis.
4. Most importantly, the power to irrevocably change the game world. Walk around in a 4 foot wide pink hat, eventually you’re bound to be captured in a satellite photo. Congratulations, you’ve successfully made an impact.
5. Photo-realistic graphics unmatched by any game ever. Even if it is 2D and the playable resolutions are rubbish.
I’m only being 37% facetious here.
June 3rd, 2008 at 2:16 pm
One of the reasons why Oblivion is so hated by many RPG-enthusiasts is that it has very little of the RPG part and a big slice of open world goodness. Like wandering around the big landscape killing monsters? Good for you. If that’s all you want from Oblivion and slap 10/10 to it, go ahead. But once you strip down the big exploration aspect and random generic dungeons, you will see that the game has very little left to offer.
“Fantasy to us is riding around horseback and killing things”
- Todd Howard
June 3rd, 2008 at 2:17 pm
You would love Wurm Online! As it’s world has been almost entirely made by the players it’s incredible for exploring.
Some of the most wonderful gaming experiences I’ve had involved gathering a little food, some tools and just leaving my homestead to go on an adventure. I wandered across the coast, checking out the players’ little villages and the natural scenery; hunting, foraging and relying on the kindness of strangers for food so I could carry on exploring. It was pretty incredible.
June 3rd, 2008 at 2:18 pm
@meat Circus
It seems to me you need to learn the difference between what is a fact (’the sun emits light & heat’) and what’s an opinion (’Cats are ace!!’), and not mistake the latter for the former.
June 3rd, 2008 at 2:24 pm
Meat Circus says:
@kadayi:
I would suggest that when a game that is seen as flawed by so many people (yes, including myself) received such uncritical acclaim from so many game journalists, something went wrong somewhere.
June 3rd, 2008 at 2:27 pm
Thanks for writing this, I’ve been thinking over the same things recently, having re-installed Stalker a couple of weeks back. It’s a games which is begging for you to explore. The landscapes are of an amazing detail, there’s far, far much more to find than the storyline would lead you to. Yet, as has been said, the overabundance of mutants early, the run-and-gunning last-half, and the general lack of incentives (beyond a desire to explore) means so much of this gets missed. Unlike Oblivion, you would never wander across rewards in Stalker, aside from the reward of seeing new things, and new A-Life events. I’m not sure that’s enough – not for most players.
I would love more exploration games. Oblivion without the storyline, but with the kind of self-directed a-life stalker promised would be an amazing game. It’s not novel to suggest that many players make their own, emergent stories through playing. One day, I hope, a developer will go wholesale on this and remove any notion of overarching narrative, and allow for self-explroation, spatial exploration and emergent stories in a proecural world.
June 3rd, 2008 at 2:27 pm
@Meat Circus
Try to understand your kind are in the vast, vast minority. Not everyone wants the games you want. Infact, almost everyone would rather not play the games you want made.
June 3rd, 2008 at 2:30 pm
“See, I quite understand that there exist game journalists who genuinely liked Oblivion (they are, of course, wrong)”
How can you be _wrong_ for liking something?
I like Bakewell tart. Is this right or wrong?
“I would suggest that when a game that is seen as flawed by so many people (yes, including myself) received such uncritical acclaim from so many game journalists, something went wrong somewhere.”
Has there been any artistic creation in history that some people didn’t think were any good? There are people think that “Ulysses” and “The Mona Lisa” are shite.
Sorry, but you’re coming across as one of those Fallout zealots.
P.
June 3rd, 2008 at 2:32 pm
@ Meat Circus
Also try to understand that you are looking at it in 2008, a full four years after it came out. What was once heralded as magnificent and possibly revolutionary when it came out is inevitably going to pale slighty with games coming out more recently. While you yourself may not have liked it from the start, I’m willing to bet a lot of those complaining now were not doing so four years ago.
@ Paul Moloney
You are, of course, right. Bakewell tart is just fantastic.
June 3rd, 2008 at 2:35 pm
I personally thought Morrowind was horrid! The game was buggy, had a host of performance related issues, the combat was piss-poor and much of the environment and its characters were absolutely ridiculous – not to mention all of the monotonous text devoid of life. I was genuinely in love with the concept and I tried as hard as I could to get pulled into the world, but beyond strolling around the countryside it never quite clicked for me and so my memory of it is tainted to say the least – but I don’t think it’s a bad game, I just don’t like it.
On the other hand, Oblivion for me was fantastic. The graphics were sublime, the performance issues and bugs were gone and the combat was much more satisfying. It was a far more visceral experience and for a first person RPG that’s crucial (otherwise what the fuck are you doing in a first person perspective?) – yes it was light on role playing elements, yes it’s underlying structure was geared exclusively towards action and yes it didn’t live up to the hype, but that doesn’t alter what is a great game when taken at face value.
Criticism related to Oblivion is either baggage concerning the pre-release hype or expectations of what it should or could have been rather than what it actually is. I am not happy about Oblivion being the precursor to Fallout 3, not one bit, but to say that Oblivion is a bad game is silly – it’s an extremely polished and enjoyable title.
Still, I’m not looking forward to them dropping a huge big steaming pile of shit on the Fallout franchise :D
June 3rd, 2008 at 2:40 pm
Well, even if it was just an action adventure if we ignore all the RPG hype, it could still offer a GOOD story instead of the bullcrap we got out of it, it could still have a balanced combat system, NPCs who aren’t so generic and boring, and it should still NOT have auto levelling of the enemies and loot, and make the oblivion gates and random ruins and dungeons worth visiting. Those are all horrid quality and design issues regardless of what the game tried to be.
June 3rd, 2008 at 2:47 pm
“Bakewell tart is just fantastic.”
When I went to visit an old friend in Sheffield (from Dublin) once, she asked what I wanted to do, and my suggestion was a day-trip to Bakewell. That’s how much I like them.
Cigol: You summed up for me my Oblivion vs. Morrowind feelings; I think the key word there is “visceral”; I found the combat in Morrowind particularly awful. I’ll probably try one day to play it again though.
P.
June 3rd, 2008 at 2:48 pm
@Joe
>Also try to understand that you are looking at it in 2008, a full four years after it came out. What was once heralded as magnificent and possibly revolutionary when it came out is inevitably going to pale slighty with games coming out more recently. While you yourself may not have liked it from the start, I’m willing to bet a lot of those complaining now were not doing so four years ago.<
@McCool
I’m not sure about the “vast minority”. Ok the internet and the forums I go to aren’t representative of everyone who bough Oblvion but there are significant numbers on these forums who hated it. Enough to suggest that it wasn’t a beloved and universally acclaimed game.
@Cigol
>”Criticism related to Oblivion is either baggage concerning the pre-release hype or expectations of what it should or could have been rather than what it actually is. I am not happy about Oblivion being the precursor to Fallout 3, not one bit, but to say that Oblivion is a bad game is silly – it’s an extremely polished and enjoyable title.”<
You can say that straight faced after reading this thread? How incredibly niave and arrogant of you. It’s the equivalent of the people who hate Oblivion dismissing the love for it as being from dumb console kiddies.
June 3rd, 2008 at 2:48 pm
@ Meat Circus: I don’t think he (kadayi) was arguing that Oblivion shouldn’t ever be perceived as a bad game by people, more your daft “See, I quite understand that there exist game journalists who genuinely liked Oblivion (they are, of course, wrong …)” comment.
June 3rd, 2008 at 2:52 pm
The headlines tonight: Shock as people have different opinions! Someone call the daily mail, fast.
Guess what, some people don’t even like THE EMPIRE STRIKES BACK. Probably a load of people.
June 3rd, 2008 at 2:53 pm
Meat Circus says:
@McCool:
So, to you, gaming is all about the lowest common denominator, race-to-the-bottom prolefeed?
I don’t mind giving the great unhosed their bread and circuses through slapdash mediocrity. But I really wish certain more egalitarian aspects of the games-as-art type would stop pretending such games are anything more when they really aren’t.
A review like: Oblivion is a piece of mediocre piffle for mediocre people, and they’ll find it pleasantly distracting from their mediocre lives. Anybody who cares about gaming as an art form, however, won’t (or shouldn’t) find anything to commend here.
Honest, to the point, and covers all bases.
June 3rd, 2008 at 2:54 pm
Meat Circus says:
@Ian:
Ah, perhaps I should have wrapped it in irony tags. For the avoidance of any ambiguity, I am clearly correct about all things.
@John P. Katsumoto
The Empire Strikes Back is by far the worst of the original trilogy.
June 3rd, 2008 at 2:57 pm
I wish I was as cool as you! As it is I may as well commit suicide. ;)
p.s. as you would say, you are utterly and objectively WRONG. The Empire Strikes back is clearly not only miles ahead of the other Star Wars films, but of most films. Got you there! ;)
June 3rd, 2008 at 2:58 pm
Meat Circus says:
@John P:
Return of the Jedi is the bestest, because it has Ewoks. I can prove this with bar charts.
June 3rd, 2008 at 3:03 pm
“Oblivion is a piece of mediocre piffle for mediocre people”
I bet you wear black and _hate_ your parents too.
P.
June 3rd, 2008 at 3:04 pm
Meat Circus, it’s hard to retain any credibility when you cite Return of the Jedi as the best of the original Star Wars trilogy.
June 3rd, 2008 at 3:06 pm
back@Meat Circus
I knew you’d come back with “lowest common denominator”. You miss the point entirely, and on purpose. I was providing the alternate arguement against your confusion of subjectivity. Others went with the “You are confusing subjective with objective” line, I went with the “even objectively your wrong” one.
Oblivion is a game that has given a huge amount of great experiances to a huge amount of people. It is not aimed at you. It aimed at me, either. Chances are I’d probably prefer your idea RPG too. Fact is, most gamers ..most games critics, too, would agree that Oblivion is a great game. I can totally see why you can not like it, but calling it a bad game is just ignorant.
e·lit·ism or é·lit·ism (ĭ-lē’tĭz’əm, ā-lē’-) pronunciation
n.
1. “a piece of mediocre piffle for mediocre people, and they’ll find it pleasantly distracting from their mediocre lives.”
June 3rd, 2008 at 3:08 pm
A review like: Oblivion is a piece of mediocre piffle for mediocre people, and they’ll find it pleasantly distracting from their mediocre lives. Anybody who cares about gaming as an art form, however, won’t (or shouldn’t) find anything to commend here.
Honest, to the point, and covers all bases.
Congratulations, you’re pretentious!
Oblivion has flaws all over the shop and not all of them in ways that make it broken, but to suggest nobody can enjoy it purely as easy mindless fun without being in your “mediocre person” category is laughable.
I’ll try not to take too long because with your non-mediocre life you’re probably only reading this during a break between supping Dom Pérignon from the navel of a supermodel or whatever it is those enjoying the very pinnacle of existence do when they’re not discussing important things like the meaning of life and which first-person RPG-alikes are best.
You appear to believe well-rounded people can only enjoy games that are the best on offer and that anything not considered fine art scarcely worth acknowledging unless it’s to spew verbal bile over it. Plenty of people enjoy magnificent symphonies or the classic novels, I suspect that doesn’t mean they refuse to allow themselves to enjoy a bit of simple piano music or a Frederick Forsyth novel.
June 3rd, 2008 at 3:08 pm
Meat Circus says:
@Pags:
Not only does Jedi feature more memorable moments per square Imperial inch than the other two films put together, it has as its main plot the story of an evil galactic empire being brought to its knees by rock-throwing teddy bears.
What could be more ace than that?
June 3rd, 2008 at 3:11 pm
Several people have mentioned ICO and Shadow of the Colossus (they are fair game because GTAIV was mentioned!), and I want to echo the sentiment that they are some of the best exploring games out there. Especially SotC. You could see something that looked cool in the distance, run out to it, and likely find a lizard or fruit to improve your character’s stats. The subtle direction of your sword was also perfect for directing you towards your next goal while encouraging exploration.
June 3rd, 2008 at 3:12 pm
Meat Circus says:
You appear to believe well-rounded people can only enjoy games that are the best on offer and that anything not considered fine art scarcely worth acknowledging unless it’s to spew verbal bile over it.
Well, in summary, that’s about it.
The thing is, gaming is a young art form, but not young enough that the division between prolefeed and bourgeois entertainment that we make for all other art forms shouldn’t have found its way here yet.
I’m not entirely certain of the socioeconomic factors leading to the delay, but it is happening.
June 3rd, 2008 at 3:15 pm
“bourgeois entertainment”
No, you really _do_ wear black.
P.
June 3rd, 2008 at 3:20 pm
@Meat Circus:
I subscribe to the Clerks view that the more depressing ending of Empire wins out. And that a roofer listens to his heart, not his wallet.
I also came up with another reason as to why Google Earth is the best exploration game ever:
6. Player generated content.
June 3rd, 2008 at 3:21 pm
Pags, your Sarcasm Fu is weak, old man.
All this talk of Oblivion has made me want actually play it now. For the first time.
@ Feet: Never try swimming from Darkshore to Winterspring though…. I’ll never get that hour back…
June 3rd, 2008 at 3:21 pm
Meat Circus says:
@Pags:
Empire doesn’t have a beginning or an ending, it just sort of starts and stops at random points. That’s part of what makes it unsatisfying for me. That and its rather adolescent ‘dark and edgy’ pretensions.
7. Large and varied choice of enemies to fight.
June 3rd, 2008 at 3:23 pm
“The thing is, gaming is a young art form, but not young enough that the division between prolefeed and bourgeois entertainment that we make for all other art forms shouldn’t have found its way here yet.”
Are you sure it’s not just that the rest of the snobs who don’t actually like anything, only dislike some things less than others, haven’t all developed their utterly detestable personalties yet?
Between the likes of yourself and those who will guzzle up anything Gamespot accepts money to review well (or is that a myth? I prepare to be corrected) there is a large gaming demographic of people who can accept the difference between “prolefeed” and “bourgeois entertainment” (what the rest of us call a “very good game”, a phrase you might need to remember should you ever have the misfortune to find yourself amongst us surface-dwellers.)
Purely out of interest and at risk of taking this off-topic even further, which games do you deem to have just enough good points (against the life-ruiningly awful, of course) to survive the game holocaust you’re presumably planning to instigate?
June 3rd, 2008 at 3:25 pm
Morrowind and Oblivion were both awesome for me. However when I first started playing Morrowind, I thought to myself, “This would be great as an MMO” but thats before I started really getting into the story and exploration. Then I really appreciated it. I tried to go back and play Daggerfall, it felt claustrophobic.
The biggest problem I have with MMORPGs is that you don’t feel like you are “solid”, your avatar lacks prescence and it seems like they designed a world where your avatars and mobs are barely clinging to it and could blink out at any second. Part of it could be everything can clip through each other, how theres always a tiny bit of lag in animation, and the fact the entire world doesn’t really react to your prescence like Morrowind/Oblivion/Stalker do. As soon as I start seeing numbers fly by in the chat window (You hit for 10 points of damage!) it really destroys the immersion.
Speaking of worlds exploring for the first time, I’d like to add Deus Ex to the mix. Sure its not wide open with fairly linear set pieces but it was extremely fleshed out and I felt like I needed to explore every nook and cranny.
It was one of the rare games I played atleast three times through. Especially after I heard if you killed some characters early on, they developers anticipated it and they weren’t present later in the game! And it wasn’t obvious you could just kill the guys either.
June 3rd, 2008 at 3:28 pm
I would guess that the reason Empire didn’t have a beginning or an ending is because it’s the second film of a trilogy, ie. the middle.
June 3rd, 2008 at 3:29 pm
Meat Circus says:
@Paul Moloney:
No, you really _do_ wear black.
Inner Party, isn’t it.
@Ian:
I’m not sure where you get this idea that I’m planning to have everyone who likes Halo 3 exterminated.
I think forced labour camps would be punishment enough.
June 3rd, 2008 at 3:31 pm
Chris Livingston says:
Wow. Another fantastic article, Jim. Once again, you’ve made me want to ditch work and play games all day.
I’ve actually been playing Oblivion recently with the “minimum threshold of activity” you mention, and quite enjoying the experience — playing as an NPC, avoiding quests, and trying to make a living that doesn’t involve looting dungeons. (The resulting blog was mentioned in PCGUK last month but just for any interested members of your readership, it’s called Living in Oblivion.)
Oblivion is great for exploring because it rewards you — there are all sorts of neat little places to find, journals to read, mysteries to solve. A lot of games, like Crysis and Just Cause, are celebrated for their huge game worlds, but there’s not much point of a giant landmass unless there are rewards for exploring it.
June 3rd, 2008 at 3:36 pm
“That’s part of what makes it unsatisfying for me.”
Ironic that someone who criticises certain art as “bourgeois” professes not to like something because it doesn’t conform to bourgeois expectations (that is, reversing the traditional three-act screenplay).
P.
June 3rd, 2008 at 3:37 pm
Darius K. says:
I think Mafia was a pretty fantastic “check out the architecture” game. The gameplay itself was pretty good, too.
June 3rd, 2008 at 3:39 pm
Meat Circus says:
@Paul Moloney:
Isn’t that exactly what you expect? TESB is one long second act. A well-written second act, but in and of itself, rather useless as a standalone entity.
The other two films both have well-defined structures and narratives.
But only Jedi has Ewoks.
June 3rd, 2008 at 3:41 pm
It’s not the people I think you’ll have exterminated, it’s the ‘bad’ games themselves. ;)
And that Living in Oblivion blog is ace, by the way.
June 3rd, 2008 at 3:52 pm
I am actually looking forward to Love for this reason. I can’t wait to just explore it and see the landscapes that come up.
Also, WoW gets a lot of crap, but I can remember when I first gained the ability to fly in it. There were hours of aimless wonderment where I did not even think about grinding away for another level or weapon.
June 3rd, 2008 at 3:57 pm
Well…. I guess Oblivion doesn’t let you take down super-advanced space mechs with logs. :(
June 3rd, 2008 at 4:10 pm
When I first played Morrowind I walked to a nearby town along a coast road rather than taking the stilt strider, and it was a wonderful experience, with the sun slowly setting across the water, the amazing Jeremy Soule music adding to the mood. Walking gives you time to appreciate the scenery, to absorb the atmosphere, and to encounter the various NPCs and other events set up along the route. Jumping from location to location doesn’t allow you to put their place in the world in context.
I made a concious decision playing Oblivion to do the same thing, and walked to all the cities the first time I went to them. I had an amazing experience walking to Anvil, which is a sea-port. As I crested the brow of a hill, the background music was coincidentally reaching a crescendo. I then beheld the town below me, in the near distance. It was a sunset, and the city was bathed in red-gold light, ships silhouetted at anchor on a sea reflecting the sunset. It was truly an awe-inspiring experience.
June 3rd, 2008 at 4:11 pm
Meat Circus says:
@Riff:
Tish and fipsy. If you consider this trolling, you must have a sheltered internet existence.
@Nick:
Yes.
@Ian:
Which, you have to admit, was in hindsight a mistake.
June 3rd, 2008 at 4:14 pm
Gap Gen says:
I like the peaceful bits of SMAC. When you’re just exploring and building, it’s very relaxing. Conquering continents is fun too, granted.
June 3rd, 2008 at 4:14 pm
Bobsy (and others) Oblivion WAS procedurally generated. Thats WHY its so bland, and the dungeons are all the same.
June 3rd, 2008 at 4:18 pm
I actually don’t mind the procedurally generated outdoors bits in Oblivion too much. I find them to be pleasant enough and to create attractive enough vistas for a relatively small game world (I say that now I’m used to WoW) to not bother me. The dungeons, however, are utterly dreary and not in the way that would make them well designed.
June 3rd, 2008 at 4:27 pm
“I made a concious decision playing Oblivion to do the same thing, and walked to all the cities the first time I went to them”
Ummmm, as far as I’m aware, fast travelling only works when you’ve already visited your destination once. So you would have had to travel there by foot/horse once anyway.
P.
June 3rd, 2008 at 4:28 pm
Naa you just fast travel to somewhere 5 minutes away from it, or the nearest town.
To be clear – all towns (not villages) can be fast travelled to from the start of the game.
June 3rd, 2008 at 4:30 pm
Dyrwen says:
I’m hoping that Spore will allow for a kind of scientific exploration, as well as give pause to the cause of exploration for planetary success’ sake. It feels like the perfect exploration game, in between the evolution, but we shall see when it comes out.
June 3rd, 2008 at 4:32 pm
Wow, long comments. Oblivion is an odd beast. When I have my ’sit back and enjoy’ hat on, the game is a blast. Beautiful world and lots of places to get into trouble. When I have my ‘design’ hat on, there are a lot of broken or just over-fidgety bits in there. Every sphere sees this though, look at Betrayal at House on the Hill, or just about any horror movie ever made. Ah well.
But this comment is just tripe: “The thing is, gaming is a young art form, but not young enough that the division between prolefeed and bourgeois entertainment that we make for all other art forms shouldn’t have found its way here yet.”
How many thousands of years have we been finger painting things? How many thousands of years have we had drums to beat and flutes to blow? How many thousands of years have go into just *written language*, far younger than the spoken, painted, or sung? And you dare have the audacity to claim, in your infinite mid-twenties wisdom, that you can define what is and is not art in a medium that is fifty years old?
Hats off to the writers and mods here.
June 3rd, 2008 at 4:54 pm
Meat Circus says:
@Tak:
And you dare have the audacity to claim, in your infinite mid-twenties wisdom, that you can define what is and is not art in a medium that is fifty years old?
Define? Perhaps not. Recognise? Yes. In any case, I never said “I”, I said “we”. We recognize what is and what isn’t lowest common denominator in all other art forms.
That we don’t yet do this is in gaming is, I suggest, less about the lack of maturity of gaming, more about the lack of maturity of gamers.
Also, early thirties, so squish.
June 3rd, 2008 at 5:14 pm
Iain says:
I think Consolevania’s review of Oblivion pretty much sums up my feelings for the game. Especially the first 40 seconds…
Oblivion is a game I can only have fun with if I completely ignore the story and the plot and how utterly broken the original levelling system is and go around doing my own thing. Surely that’s your first clue that something’s gone wrong with the game when it’s far more fun to play in a way that the designers DIDN’T intend you to play it…
I could make a similar parallel to GTA3 here – I never got off the first island on GTA3 because I never felt compelled to play through the story (which I thought was pretty dull). It was far more fun stealing Mafia Sentinels and mowing down pedestrians, or creating racetracks and trying to set and beat my own lap times with the Banshee you could steal from the car showroom, or simply herding people down the elevated train tracks with Uzi fire so they’d get electrocuted… I could go on.
Freedom is a great thing to have in games – but with games like GTA3 and Oblivion, for me there was less a sense of freedom and more a sense of directionlessness. That doesn’t necessarily mean that they’re inherently bad games, more that I felt there was no real compelling reason to play them for the story, because that was weaker and less fun than the fun I could make for myself.
I think if you’re going to include a free-roaming element in a game, it should be an end in itself, not something that sits alongside a story or plot. I think the Elite/Frontier games are the best example of this I’ve played. I spent five years of my youth exclusively playing Elite on the Spectrum, simply to explore the galaxies and see which planets had edible poets or hoopy casinos. In the process I got the Elite rating, a fully kitted out Cobra Mark III with an ECM Jammer, a Cloaking Device and Military Lasers on all four gun mountings, but that was almost incidental to the freedom of being able to pick out a world on the galactic map and say “I want to go there” and then doing it. Just because you could…
June 3rd, 2008 at 5:23 pm
When it was new, a certain “hive mind” of Oblivion naysayers (you know who I’m taking about) liked to derisively call it a “hiking simulator”– but it seems that’s what a certain audience subset, at least, wanted. The problem for me is when that’s too prominent the game part is left out– you know: rules, challenge, goals. But “hiking simulator” and game can be reconciled: I once tried the 1980 PC game Wilderness, which really was a hiking simulator– survive by creating shelter, hanging your food out of bear-reach, navigate by an elevation map, compass, or the constellations. Avoid dehydration and exhaustion. It makes reaching anywhere satisfying exploration whether you find a shack or not because it was hard to make it there. This meant it was a game, the point being survival and reaching your goal. Somebody should remake it with Oblivion graphics, or make such a mod from it (unless it already perhaps exists) then we’d have a game Mr. Rossignol and I would both be happy with.
June 3rd, 2008 at 5:27 pm
The thing that impacts me going back to Oblivion again is the knowledge that I will have to deal with those exceeeedingly boring Oblivion gates again. God they sucked, and tarnished an otherwise storming title.
Maybe I shall play again but focus only on the guild quests and ignore the main quest entirely. Hmmmmm, now there is an idea. GTA:IV was starting to get on my tits as it happens, so maybe the time is now…
June 3rd, 2008 at 5:28 pm
One thing which would make me tentative about more games having rewards for exploring (like an expanded version of the few XP points WoW drops on you for finding Goblin’s Nutsack Glade or whatever) is that then it just makes it anothet thing to do. Relentlessly running to certain places without it even being a fetch quest because you’re trying to hit certain places to get perks.
Ideally, games in big worlds should be fun whether or not you choose to go on the wander, and those who like simply exploring can do so if they want and it not being something that will make or break your experience.
Or alternatively, using some of the ideas from the above post by BB.
June 3rd, 2008 at 5:33 pm
It’s nice to see exploration gems such as Outcast, the Thief series, Ico, Shadow of the Colossus and others mentioned.
Nothing beats spending hours of playtime worming ones way through thick and thin to see what’s on the other side only to find a corpse or burned out series of ruins that makes the whole experience worth it.
June 3rd, 2008 at 5:45 pm
I liked Oblivion, I consider it a solid B or B . It starts off with a bang, the graphics are mighty impressive, but somewhere around 30 hours or so you realize the cookie-cutter nature of the towns, monsters and dungeons and things start to look and feel like a 3d Diablo clone. Add to this the repetitive quests (play enough Warcraft and someone having you kill a monster or deliver an item makes you instantly slip into ‘this is boring work’ mode), and the laughably bad NPCs and dialogue… sorry I just don’t have any hope for Fallout 3.
Fallout was not a success due to retro 50s styling or a Mad Max atmosphere. Fallout pulled off a mood due to uncanny character development, impeccable settings and mood and razor-sharp writing, story and dark humor that few (Portal) games can pull off.
Oblivion’s main story is flat, the NPCs cookie cutter ‘I’m a fearsome warrior captain’ or ‘I’m a mystical archmage’ stereotype with 10 lines of dialogue.
Yeah… I just don’t hold out much hope. It’s looking like Fallout 3 will have gorgeous graphics, a semi-expansive area to explore and a whole lot of flat, boring people to talk to about how ‘nuclear waste has ruined the nearby river and turned the local wildlife into mutant monsters, and could you please go kill them and rescue my kid… I’ll give you this leather jacket in return…’
June 3rd, 2008 at 5:48 pm
Meat Circus says:
I’m puzzled by the mention of Ico, though.
It is one of the greatest games ever created, but it hardly encourages exploration. The game leads you through each and every part of the castle you need to see.
Aimless wandering is rarely an adequate substitute for a well-told story.
June 3rd, 2008 at 5:50 pm
Must correct myself a bit. It is a fascinating curio if one cares to look it up. “Wilderness: A Survival Adventure” 1985/86 for Apple II and DOS. http://www.mobygames.com/game/wilderness-a-survival-adventure
June 3rd, 2008 at 5:53 pm
It seems a bit early to say Fallout 3 will suffer the same issues as Oblivion. I’m not saying it WON’T, but in everything there’re people who excel when creating based on the ideas of others and are merely good at doing so for their own stuff. Who’s to say Bethesda won’t revel in having the first games as source material and, tone-wise at least, stay very true to it?
One can hope.
June 3rd, 2008 at 5:55 pm
Meat Circus says:
One can hope indeed.
Every night I say a little prayer to Space Jesus that Bethseda never gets it into their heads to do a Planescape game.
I’m not sure I could bear that.
June 3rd, 2008 at 5:57 pm
Dylan says:
I liked the way exploration was rewarded in Guild Wars (before expansions that locked city gates). You could wander out and stumble on a new city which would effectively skip you past required story quests. It meant you could play the game differently and ignore the storyline if you wanted.
There was also Crackdown which rewarded exploration with experience orbs laying around all over the city in hard to reach places.
June 3rd, 2008 at 6:07 pm
See, for me:
“Tom Francis had talked about the moment he’d be most fond of in replaying the game: coming out of the underground tutorial into the bright, beautiful gameworld. “You get this incredible feeling of freedom,” he said. “It’s wide open and it feels like anything is possible.””
is a horrible argument.
I have a life, wherein I can randomly wander about. I don’t really want a game world that says “Here – we made some stuff. Go, like, do whatever.”
I know it’s the trend, and the thing most people like. But I want a quest journal that I can put checkmarks beside. I want to walk out of the tutorial, and have 10-15 people that need things which I can provide.
And I know that the main quest is basically irrelevant. So even that part of the journal is useless. So far, I’ve made about 10 oblivion characters, and managed to get one quest in the main city, and do a couple things for the guilds. All of which I knew would be there, and none of which excites me.
I *want* to love Oblivion. But I just can’t. I don’t have time for random wandering about until I find teh kewlest thng evar ™
@Ian:
“One thing which would make me tentative about more games having rewards for exploring (like an expanded version of the few XP points WoW drops on you for finding Goblin’s Nutsack Glade or whatever) is that then it just makes it anothet thing to do. Relentlessly running to certain places without it even being a fetch quest because you’re trying to hit certain places to get perks.”
There’s an elite unique in Nutsack glade that drops White Milky Potions. It’s worth it.
I agree with that. It’s a puzzler. Mass Effect had achievements and quests to find X of Y items – heavy metals, light metals, etc. It meant that I was forced to land on each and every planet, and explore each and every bit of landscape, because there might be a quest tick, or loot.
I can’t leave ticks or loot undone. I am currently *very* upset with KotOR II, because I went to Onderan *before* I finished one of the Mandalorian quests. And I can’t complete it now. It will forever sit as a black mark on my quest journal (I’m playing KoTOR II for about the 10th time, cause it rocks).
June 3rd, 2008 at 6:07 pm
matte_k says:
Morrowind sucked me in so badly for almost two years, and almost cost me my degree in the process. So, I had high expectations for Oblivion, and although I do enjoy it still, it lacks that certain something that Morrowind had. The feature in the current PC Gamer UK magazine on how to improve it visually with a bunch of hand picked mods has made me re-immerse myself once more (along with a few choice other mods) but the closest it comes to recreating Morrowind visually is the Shivering Isles. Someone did start work on a mod that coverted Morrowind’s game files to run on the Oblivion engine, but Bethesda pulled the plug on it I think.
One of the best features in Morrowind (Bloodmoon, to be specific) was the Colony construction series of quests, something that the developers missed a trick with in Oblivion. The sense of satisfaction I got on returning to the colony and seeing the next phase of construction underway according to my actions was fantastic, similar in feeling to when I first saw the fully built Telvanni tower you can get by completing a series of quests. It adds a little more weight to the game knowing that you’ve made an impact on the land itself, rather than just a bunch of people oohing and ahhing about what quests you’ve done-It’s a permanent marker that YOU as a player have built from the ground up (quite literally).
June 3rd, 2008 at 6:11 pm
” Tom Francis had talked about the moment he’d be most fond of in replaying the game: coming out of the underground tutorial into the bright, beautiful gameworld. “You get this incredible feeling of freedom,” he said. “It’s wide open and it feels like anything is possible.” ”
I think pretty much everyone had that great feeling once they got out that tutorial and I can honestly say I did enjoy most of the 40 hours I put into Oblivion but in the end it felt too meaningless, even as an action/adventure (it stops feeling like an RPG pretty quickly) there was barely anything unique about any of the dungeons (or even the locations) except for their labyrinth layout and some traps/levelled encounters. Anything is possible? That feeling really goes away as you keep playing more. You try to play on but it’s of no use, you’ll realise you still have so many copy-cat locations to clear out it’s not gonna be interesting anymore. Even the handful interesting quests get borked because of this. Gothic 3 f.e. simply had a better “world feeling” in this regard.
As far as bitching goes about Oblivion’s raving reviews; I think most people would agree with the assumption that the game can be a lot of fun but not that it would earn the 10/10 scores or that “pinnacle of RPG’s” or “best open-ended game” description which so many press folks (at first) thought it deserved. In fact, I would even call it a huge disgrace compared to how older classics à la BGII, Planescape: Torment or Fallout, which all meant a lot more to the genre, were treated in the press. The Oblivion-hype was stronger, probably because of the Xbox360 crowd shouting loudly about it as well. Really, it dawns on you that the game keeps on piling up the flaws the more you play it and that’s just a big shame. Oblivion is easily as much of a missed chance as Gothic 3 or Vampire: Bloodlines are, all for different reasons of course. I don’t know if mods could solve everything, maybe someone should try to make a list of the best fanmade stuff which make TES IV as it should have been.
June 3rd, 2008 at 6:14 pm
I’ve played hundreds of hours of Oblivion and I’m still finding new and interesting things. I think that the ony real flaw is how different Oblivion is from expectations of what a CRPG should be. It’s not about levels and stats or telling a story. it’s about creating your own story. If you just fast travel your way through the main quest, you’ve missed the game. The level and skill systems are balanced brilliantly if you just play the game and don’t worry about stats. If you try to power game Oblivion, it breaks down completly. Oblivion is not really a RPG, it is a sand box and if you approach it with traditional CRPG sensabilities you are going to be dissapointed. However, if you approach it as a world to explore and let yourself get lost in its world, you will find a truly amazing game.
June 3rd, 2008 at 6:19 pm
@Meat
You’re right in that you said ‘we’. I rescind the personal nature of the attack, but not the sentiment.
Before you can determine if something has any merit as entertainment or art, you have to have a fairly full understanding of it’s capabilities. It takes a stability and maturity of the medium, and most importantly, a variety of perspectives on the same particular example from that medium, to determine if something is merely art or entertainment. Written language is fairly stable (though ever changing), and we’ve had it for a painfully long time. We can look back on something written hundreds of years ago and put our modern perspective on it. We can compare and contrast that with the thoughts from generations before ours. That’s how you determine when something is ‘art’ and when it is entertainment.
Did this piece start a new trend? Did it impact the world in a meaningful way? Did it inspire a great event? Did it bring an unfortunate position to light? Does it give a deeper meaning? It takes years, decades, perhaps centuries to determine if something stands up to that test. Everything else is just a flash in the pan. “Fair Phyllis” was a popular riot and a right naughty piece in its heyday, but you’d hardly consider it meaningful art. Shakespeare was vastly popular among the unwashed (mostly, because hardly anyone washed) masses, and is from the same period, but his works are almost universally considered art with a big ‘A’.
I’m not saying that Oblivion is or isn’t a work of art. I think it’s an obvious technical achievement and a beautiful piece of eye candy, and a fun game for exploring. But what will determine if something is art or not will be if, twenty or fifty or a hundred years from now, people are still playing Oblivion. Will the nature of the medium *even allow* games to become ‘art’ in that way? Or are we doomed to have each generation enjoy it’s own works?
Some of the last bit are more questions that apply to the digital age as a whole, and I wager a guess that no one on this thread or perhaps even born today will be alive to see what the end result of all ‘this’ is.
If, when we die, there is some kind of a space-floaty-afterlife-thingy (hah, I say, hah! :p), we can look back on this spec of dirt after all that time and make that call. Until then, you nor I nor any other group has the ability to tell if a video game is art.
This is really just a ‘touch on the basics’ overview of the whole thing, but this is a topic that has come up before with some friends and one that is actually worth discussing. I’d be surprised if there weren’t books about it.
I love where we are with gaming, and agree that it could be *so* much better, but who’s to say that what we call gaming now isn’t going to fall out of favor like scapulamancy? Something entirely new could replace gaming *tomorrow*. The written and spoken word, painting, architecture, music, those have stood the test of time and are very unlikely to go away any time soon. For all we know, we’re running our berry-stained fingers over the walls, and celebrating our latest kill.
In short, I apologize again for making the attack personal, but I could not disagree more with the sentiment that we can call a game art or not.
EDIT: Something can still be popular, good, bad, artistic (but that doesn’t make it art), or any other adjective you’d like to assign. And of course, games are ‘art’ in that someone created them, for some purpose, and shared them with others. A child’s stick figure finger-paint is also art in that sense. I’m talking about the implied deeper meaning of art as something that causes an effect.
June 3rd, 2008 at 6:30 pm
I love where we are with gaming, and agree that it could be *so* much better, but who’s to say that what we call gaming now isn’t going to fall out of favor like scapulamancy?
We could waste our lives worrying about how things will be viewed exty years from now, but it’s ultimately futile so I don’t intend to worry about it.
I can worry about how things are viewed now. And I especially worry that gamers are viewing their emerging art form through a very stunted perspective that is preventing games from fully developing *as art*.
I think it takes a widespread, stunted perspective of what gaming is and *could be* for a game like Oblivion to get the unquestioning praise it obtained.
June 3rd, 2008 at 7:28 pm
YHTBTR (as featured here at RPS) is probably about the only game that I can think of (off the top of my head) that possibly qualifies for discussion as game made art (in the modern sense), in that it’s a comment on itself and the very nature of a game. It’s no longer about the objective, it’s about the experience (whimsical as it is).
http://www.mazapan.se/games/BurnTheRope.php
@meat circus
Make a game. Show them (Valve, Maxis, Bioware,Rockstar, etc etc) how it should be done.
June 3rd, 2008 at 7:39 pm
Skipping Oblivion for a moment, as I never really had the time to play for more than a few hours, but the theme of exploration is one I’ve spent many a day ‘exploring’ where ever I can. Yes, we gamers have become somewhat conditioned to respond to environments in a certain way, and we expect them to be now heavily restricted in their nature, or only open enough to offer us reward.
But, not so long ago (or perhaps it was..) I remember walking along walls in Doom II, repeatedly hammering the space bar as I was convinced there were more secret rooms to be found. And I wasn’t doing this because I thought there was a better gun to be found, it was for the sheer sake of discovery.
Now, take a game like Eve Online, which I have started playing over the last few months. That sense of discovery is the reason I picked up the bloody thing, and it’s only now I’ve realised that there is very little to discover. I may have only traversed a limited subset of the spaces available to me as the pilot of a spaceship, but already I feel myself thinking, “have I been here before?”, and as Jim comments in the original article, if you find something interesting through scanning for objects, it may not be there the next time you visit, as it was never really there in the first place. And this is a game set in the vastness of interstellar space, where you’d think you’d expect a great deal of sights and things to find. Maybe I’m missing something, but I found more joy romping about in hills in WOW trying to get somewhere I saw whilst flying over in on a griffon. I even got halfway to determining a proper psycho-geography for Azeroth at one point, and I’d imagine there would be many who would argue that the space is too heavily tailored for the purpose of grinding to allow for psychological exploration of the world. But, you know, a lot of real-life activities distract you from exploring your everyday environment. I bet there are roads and parts of the town you live in that you’ve never visited, because you’ve decided that there’s nothing down there you need to see or do. How many times a week do you take a random walk into territory unknown, with no other purpose than to take a look?
I understand the commercial arguments against building games which support vast swathes of world simply for the purposes of discovery, but do it for the love developers, do it for the goddamned art. Even if you have to stick a Sword of Extreme Prejudice 3 in there somewhere to satisfy more goal-orientated players. I won’t look for it, I promise.
June 3rd, 2008 at 7:44 pm
You’re right about the worry bit. I’m not going to worry about it either, so we’re in the middle on that one ;) But as a topic of nerdy goodness, it’s hard to be for a nice night’s discussion.
I have to ask though, what makes admitting the fun or worthlessness of something a stunted view?
Shakespeare wasn’t setting out to write grand tales that would taught as their own classes, he was looking to eat and get popular enough to get a little on the side. Likewise, the hunched over stinking masses weren’t packed shoulder-to-shoulder in the globe to blast his plays for their appeal to the violent and prurient (and keep in mind the time period, some of his implied and stated notions were down-right vile, socially speaking). They were just there to enjoy it.
Art, as a whole, is a leisure activity. From story telling to video-games. It often serves a dual purpose, especially in the case of the former, and can certainly serve to in the case of the latter, but the primary use of things considered ‘art’ is providing entertainment.
Think back to all of the various works of art that you can think of that are highly regarded, outside of the video game industry. How many of them were created with the notion of ‘I am going to send a message, make a statement’? Outside of religious works, you will find very, very few. There have been powerful works created when such is the motivation, yes, and such is the case for games (Indy and school-group games touching on things like Darfur, for instance), but I’m hard pressed to come up with an example off the top of my head that fits the classification. Some of the Vietnam-era protest music, maybe? Some damn fine songs, and they certainly belong in any case study of the time, but I wager you won’t find concert hall recitals or museum collections centered around an original hand-written copy of the “Feel Like I’m Fixin’ to Die Rag” in the future. Are there any ‘I’m going to do it’ pieces that have stood the test of time?
What, in your view, makes a game art? Where do you draw that line? For a game to be artistic do you look at the mechanics? The theme? The narrative? Any one of those can be artistic in itself, but what if the other two are garbage?
Expand the argument further than Oblivion, forget Oblivion. You didn’t like it and you feel like it got too much praise, fair enough. I’m curious about this (as I mentioned before, it’s a great topic for a night’s talk)
June 3rd, 2008 at 7:47 pm
@Kadayi:
It’s my ultimate long-term goal to found a small games studio, but to do that, I need cash, and that means whoring myself out.
In the meantime, I can tut as much as I like at what I don’t want to do.
June 3rd, 2008 at 7:47 pm
I think the best chance you are going to get at such a vast explorable realm is going to be an MMO that is like old muds. Give players the keys to make truly unique areas with a meaningful purpose connected to the overall game.
June 3rd, 2008 at 7:50 pm
That was one element I loved about Lord of the Rings Online. Though minor, the fact that in every area there were deeds to earn by exploring. Sometimes they were a bit off the beaten path, and I would find myself wandering a hillside for no other purpose than to find the last ruined keep or whatever. It wasn’t much, and was only a minor gameplay element, but it was something.
I am about to jump back in to Oblivion myself for your same reasons, Jim. Though I agree with others, that it’s unfortunate I find it nigh unplayable without several mods installed. As a perfectionist, the existing character advancement system turns much of the game into drudgery.
June 3rd, 2008 at 8:04 pm
Erlam says:
I still cannot believe people like Oblivion – the sheer amount of things that either fucked up, didn’t work at all, or were just plain awful (more guards in the capital city than citizens comes to mind), to the hilariously designed (137 arrows in a wolf, and it was still attacking me).
I will play through STALKER again though. I love exploring; my friend showed me a way pretty much at the start of the game to make it all the way through a certain radioactive area long before you should be able to.
Love it.
June 3rd, 2008 at 8:29 pm
I was mightily impressed by Oblivion at first, but like many I have more or less forgotten it.
Morrowind made more of an impression on me, in terms of wandering about having moments of awe, but both games contributed to me gradually coming to realize that I don’t really like Open, sandboxy games, at least in terms of what game devs have done with that model so far.
I agree with those who have mentioned that Oblivion was suggestive of their ideal game. I felt this way too. The uncanny valley comment from 999 posts above is spot on I think. The world was initially so arresting that I expected way more from it than it could possibly deliver, and jarring encounters with awkward NPCs and generic bandits and the gradual realization that there wasn’t anything particularly compelling to do (in terms of carving out your own path) made me feel pretty disappointed pretty quickly.
The fact that I really liked the hunger and thirst mod suggests to me that the sort of game that I wanted it to be was rise to power by sheer grit and determination survive-o-sim set in an interesting dynamic unpredictable. I wanted to have the option of becoming the king of the sleepy port town in the far west and raising an army and razing the imperial city. I wanted to be challenged to survive on a daily basis in a hostile wilderness. I wanted my original actions to mean something and have some impact on the gameworld. I wanted important stuff to happen in the gameworld even if I didn’t intervene. The fact that you could sleep 4 months continuously without consequence.
That said Oblivion came closer to that sort of awesome than any other game I have played in the last few years, and in a weird way failed for that very reason. For me, achieving the ideal of an open world type game is very much an all or nothing sort of thing. It either has to have everything I could possibly want from such a game or it is inevitably heartbreakingly disappointing.
It has to be the holodeck!!
I feel the same way about mmporgs and rpgs. Its like my expectations for these forms have raced several decades into the future and I am continually disappointed. Its depressing! At the moment its making me think that I just don’t like these sorts of games, but on the other hand maybe it means that really these have become like some kind of crazy unachievable ideal!
End result: Last night I tried to play Painkiller.
Urg.
June 3rd, 2008 at 8:41 pm
Regarding exploration RPGs – I love exploration in Wizardry 7 CoDS and in Albion. You can crawl through some forgotten dungeons, or mazes, or bushes, or mountains, or rivers, or seas (eh, yes, Wizardry 7 :) and you can find rare treasures, tough encounters and various surprises.
Oblivion was terrible in this regard – world seems fine on the first few (or rather a lot) looks, but pretty soon there were no surprises (basically, there were almost no artefacts or items worth mentioning or looking for (and those few were offered by Daedra quests – automatically showed on your automap) – compared to Morrowind where artefact searching was pretty entertaining) – bar one helm in the sea >_> And that random (crappy) item generator was terrible. Random item generation is suitable for action RPGs, but not for “classical” RPGs (well, Oblivion is rather action RPG… hmm…). Beautiful world without soul…
June 3rd, 2008 at 8:45 pm
It’s a shame that the more lively (and interesting – geography and spatialities of games FTW – I knew this MA wasn’t irrelevant…) comment thread for a while descends somewhat into Oblivion bashing – is it not clear the issue is much wider?
Ignore button, s’il te plaît?
June 3rd, 2008 at 8:59 pm
Ninja Dodo says:
I can’t believe nobody’s mentioned Little Big Adventure yet! It and its sequel were explore-tastic. Thanks to the big red arrows on your map indicating broadly where things needed doing, you were never lost but mostly where to go was up to you. A game ahead of its time in many ways.
I’m finding more and more this is what I look for in a game… to visit interesting places and interact with interesting characters. I wasn’t especially stoked about the abilities in Bioshock (nothing I hadn’t seen before) but Rapture, the place, was what finally drew me in. Assassin’s Creed while by no means a perfect game is just too much fun to run around in.
The Gothic series in particular, much more so than The Elder Scrolls (Morrowind being the game I’m familiar with), did a great job of putting ‘character’ in the landscapes. There was not a cliff that was not utterly unique. You could look at almost any shot and instantly recognize where it was, and as has been mentioned you were frequently rewarded for going off the beaten track.
Gothic 3 floundered a bit in that regard, but the first two and add-on Night of the Raven are most worthy of exploration.
June 3rd, 2008 at 9:07 pm
It’s my ultimate long-term goal to found a small games studio, but to do that, I need cash, and that means whoring myself out.
YHTBTR didn’t require much in the way of financing, all it required was the will to see it through to completion on the part of Jain. If there is a lesson to be drawn from it, its if you want to make ‘art’, work within your present means as the route to further endeavours.
It’s a shame that the more lively (and interesting – geography and spatialities of games FTW – I knew this MA wasn’t irrelevant…) comment thread for a while descends somewhat into Oblivion bashing – is it not clear the issue is much wider?
Agreed. It was as if they never read the original post in the first place. Game space is wonderful stuff, because it doesn’t have to subscribe to the banalities of reality. Psychonauts is a wonderful example of that.
June 3rd, 2008 at 9:33 pm
Acosta says:
Great topic Jim,
Exploration is one of the key points why I love videogames to the point of making my life around them. No other medium can offer this potential, transporting you to a world and letting you freely explore it. Of course, is not the only thing I love from them but it’s a big point for me.
I think that my first exploring experience with a games was with Pirates! I became fascinated with that game, there is a point of inflexion at this point, because suddenly games passed from being great to being something else. I could explore for the shake of doing it and I could forge my destiny, just limited by the game’s ruleset. From that moment it always has been a huge point for me and transformed my valoration of certain games. Assasin’s Creed (without the HUD) it´s really fantastic for people who love exploration and pay attention for the details.
My love for MMOs comes for the simple reason of them being the games with bigger focus on the worldcraft. Huge, expansive worlds full of secrets, mountains to climb and isles to visit. I will never forget the first time I entered into Feralas, in World of Warcraft, entering with my horse in that mysterious, gigantic forest. Age of Conan is being quite interesting too, love the climbing ability and I have been able to explore some really interesting places in Tortage (Aqueronian’s ruins is quite awe inspiring).
However, my favorite thing is when I can claim domination of a part of that world and I am truly able to influence it with my acts, without being poked by the story. Elder’s Scrolls has been great for this, offering me the possibility to claim my own place and explore the world at my own pace. I can understand the criticism to Bethesda, since Daggerfall they have improved the stability of their games at the same rate they have been cutting on the ambition of their vision, but they still respect the core of their ideas and Oblivion is still great to me (specially when combined with Shattered Islands). Hopefully, now they are much better with the polish of their games, they will recover some of their most ambitious objectives.
Loved what Tim Edwards wrote in PCG of June, about wanting to retire to cruise between imaginary planets and fictional words, I really can identify myself with that feeling.
June 3rd, 2008 at 9:40 pm
Akirasfriend says:
What’s with all the Oblivion-haters? Stop it! It’s a nice game, a fun game, and one that has entertained me from launch to this day. Sure, it’s not as bing in scope or as deep as Morrowind, but it’s still great fun. And OH, THE GRAPHICS!
I’d love to play STALKER, but it won’t work on my PC. Bum.
June 3rd, 2008 at 10:20 pm
http://www.quelsolaar.com/love/index.html
Remeber this? This is what you want :)
June 3rd, 2008 at 10:31 pm
leaving the track and traveling through the wilderness in oblivion didnt give me the sensation of being an explorer nearly as much as in morrowind. things just seemed more surprising and the architecture and landscape were much more diverse and wacky. add the fact that if you traveled too far into the woods you may have run into something you werent capable of handling made it risky to do so and added to the ‘realism’ of adventuring.
gothic2 i think created this sensation even more than morrowind. they added the herb hunting perfectly, enemies were extremely dangerous just off the side there, and the environment defined diversity. something like this.
…woo, i found dragonroot on the edge of a dense forest .. ooo.. a dense forest! with mist creeping out. should i go in there? i hear something. maybe i’ll run around the outskirts of it fir.. oh wait theres a path that twists up this mountain behind me but i cant see the top. that could be a cave halfway up there. wait. is that a goblinberry? gah no just boozeberry. suddenly there are three angry chickens beating the shit out of me. i jump off a cliff and land in a quarry w/a troll. wtf do i do! if i can just make it to that … pirate ship …
those are good times. i dont know what my point was now. ive got a hangover. *looks for swampweed*
June 3rd, 2008 at 10:32 pm
Po0py says:
I remember one of my first of many unfruitfull attempts at playing WoW, having found it difficult to get into, I decided that I would see if I could swim/walk from Undercity to Stormwind. I swam and walked all the way down the east coast of the island. It took forever. Wilst walking along the base of a cliff next to the sea in Dun Morogh (I think?) I came across an Alliance player. We didn’t fight. We just danced a little and went on our way. He was probably trying to get himself from Stormwind to Undercity for the same reason I was trying to get from Undercity to Stormwind. Just because I could.
And I did. :)
June 3rd, 2008 at 10:58 pm
“Morrowind sucked me in so badly for almost two years, and almost cost me my degree in the process.”
Funny you should say that – I was in possession of my friend’s incredibly badass machine for several months, because he had to avoid getting fired from his job/failing classes (he worked for the university) during the height of the Oblivion craze.
Re: Exploration & LotRO:
That’s actually a pretty good model. City of Heroes has a similar system in their badges – there are a number of them that are awarded for going to certain places, or clicking 15 particular statues, or the like. Some people obsess over their count, and will play the game for hours simply gathering them up on each and every character….
June 3rd, 2008 at 11:14 pm
This is a really long comment thread so my little comment might get lost, but maybe someone will explore and find it, so… a worry I have with the Achievement system on the 360 and now on Steam is that instead of leaving fun things for people to find, developers might feel the need to put a massive Achievement sign pointing towards them, like the Gnome achievement in HL2:E2. I wonder if it would have been more fun without the sign, and just left as something amusing to do, but perhaps it’s not the problem I perceive.
June 3rd, 2008 at 11:21 pm
Tom: It’s still a choice for them. Reference Assassin’s Creed for that. And you can always just hide the achievements, I believe. Sure, spoilers on the intarwebz and all, but if you don’t want to see them, you don’t have to.
June 3rd, 2008 at 11:23 pm
Funny that I should install Oblivion the day before this article was added. (for the nth time) I played Two Worlds for three days until I realized that at some point my weapons where a bit overpowered which spoiled it for me.
STALKER was and still is the best thus far. Although it would have been cool to have some of the elements from Boiling Point i.e. cars, weapon repair and maybe customization from scavenged parts.
Haven’t tried GTA4 yet but I remember with GTA:SA I would usually park a car in the middle of a freeway and watch. policemen hijacking other police… list goes on.
Now I’m just waiting in anticipation for Fallout 3 and Far Cry2. And staying optimistic that both will please the adventurer, scavenger, warmonger (roleplayer?) in all of us :)
June 3rd, 2008 at 11:55 pm
How odd, I was just recently dsicussing this very topic recently on GamersWithJobs.com.
June 3rd, 2008 at 11:56 pm
This is exactly what I love about the Elder Scrolls and GTA games (more the former than the latter). Morrowind is much better for exploring than Oblivion, though. Not only is the world more unique in its design, but the places feel like places and not loot farms, the dungeons don’t (that I know of) respawn, there’s weird little treasures to be found all over (love the Scrolls of Icarian Flight), and you have a much expanded toolkit for the process. Losing things like teleportation and levitation in favor of Oblivion’s frankly rather lame fast travel (which I nonetheless used extensively as I grew impatient), and having the enchantment system so thoroughly simplified…well, it hurts.
There are definitely cool things tucked into corners in Oblivion, but when most of the exploring is rewarded by generic respawning dungeon #2193, it stopped being tempting to find them all. Heck, I even mostly stopped opening chests because they only came in three varieties – random worthless garbage, random dull utility gear (minor potions, lockpicks, small amounts of gold), and random boss loot (a couple of bits of random, unexciting gear.)
Really, I need some sort of reward for my exploration. It needn’t be useful – some unique tidbit of lore or cool sight would be sufficient (I love the Ayleid ruin in Oblivion with its bandits harassed by the undead ministoryline with journals and such. It gave me such hope that the rest of the dungeons would be like that, but of course only about two or three actually are.) But wandering for fifteen minutes just to see the same trees I could see back by the road is discouraging.
Daggerfall was procedurally generated almost in its entirety and, as intriguing as it first appears, is thus stripped of any interest or exploration value whatsoever. You think Oblivion’s one-note characters are bad? At least they mostly have their own little histories and interactions…it may only be a line or two of dialogue, but they’re not genericlones like everybody in all of Daggerfall (and they were numerous).
The reason to hope for Fallout 3, though, is this: the lead on Fallout 3 is the guy who put together the Dark Brotherhood questline. The single most interesting, emotive, well-written set of quests in the whole game. The manor sequence in particular gives me great hope for Fallout 3 (provided that they know to have somewhat denser conversation trees, and I think they do), but also other things. I honestly grew pretty attached to my fellow assassins. I’ve rarely felt as shitty as I did when….well, those of you who’ve finished that questline know what I mean.
June 4th, 2008 at 1:08 am
I wonder if anyone’s actually reading down here at the bottom of this mammoth comments section. Anyway, I think Gothic 1 and 2 are the pinnacles of games with exploration. The worlds are hand-crafted rather than computer-generated. They’re nearly the perfect size: not so small that you feel cramped, but not so big that the world feels redundant and without purpose. You’re free to explore anywhere that you can survive and will be rewarded for it, but the world isn’t a sandbox. It gives much needed structure that allows it to succeed as a game and an RPG.
June 4th, 2008 at 1:27 am
Cibbuano says:
I only played Oblivion a handful of times, in a net cafe. It seemed ok, but I think I agree with most of the posters that it felt cramped. Between the fast-travel system and the density of dungeons and monsters, there wasn’t the same sense of exploration.
Morrowind, on the other hand, made me beam with pleasure. I hated how slow your character walked, but the roads to different cities were hard to travel, sometimes, with different flora.
It was incredible how bleak and dusty it seemed, then, when the weather cleared, the night sky was beautiful. I remember coming across a stone dolmen that had no purpose other than to be looked at.
And things to do! You’d swim in the ocean, see something under the surface. Cast a spell to breathe underwater and find a shipwreck containing magical armour.
That was exploration… are there other games that do this? Dwarf Fortress is a miracle of exploration, but it’s a uniquely generated world for every player.
June 4th, 2008 at 3:15 am
I wanted to like Stalker, but in the end the dodgey combat design just killed any interest I had in it.
I love me some Oblivion, and return it to every few months for a romp with whatever kind’ve character I feel like.
June 4th, 2008 at 3:55 am
I figure that if a lot of people purported to enjoy Oblivion, then it was likely a good game. I do wish it had given me a razor, though.
What broke it for me was the AI. Being hounded for stealing an apple after emerging from an epic battle with vampire kings that left me bloodless and near dead…. well, it wasn’t in keeping with this “hero of Kvatch” stuff I kept hearing. Telepathic guards, fawning citizenry, and omniscient monsterism (no respect for Stealth!) ripped me out of the obvious love that went into the game, and it’s gorgeous big world. After a month, I went looking for a “car and pistol” mod, and I’ve got to say, that’s a weak modding community. Yes, I kid.
In retrospect, I’d still be playing Oblivion if just one NPC had said “The Hero of Kvaatch? I heard the Emperor met him in prison.”
June 4th, 2008 at 7:26 am
The first time I popped my exploration boner was when I saw someone playing Jungle Strike for Sega Genesis in an electronics store. I thought, “Wow, they’ve recreated an entire city! And you can fly your chopper wherever you want!” And even though the city turned out pretty much empty, the ability to just abandon your mission and fly around Washington sightseeing felt amazing at the time.
Would anyone pay for a game that was created in the name of aimless wandering tourism? Could anything in a game world be interesting enough just to go and look at?
Well, apparenty, why else Nintendo would bother releasing this game:
http://en.wikipedia.org/wiki/Endless_Ocean
June 4th, 2008 at 7:49 am
malkav11: I’d agree. In fact, they were probably about the only people in the game I DID give a shit about, which is sorta twisted given their respective jobs.
June 4th, 2008 at 9:42 am
Speaking of Age of Conan, last night I actually realised how disappointingly linear the maps feel.
Most of the places i’ve been so far, you cannot stray from the “path”. If you want to get somewhere, you work out which route to take along them because if you try going cross country you get about 50 foot before the terrain becomes too steep to climb. There’s no obvious indication of this on the map, and so it drastically inhibits my willingness to explore because I might walk for 5 minutes in a direction to find myself doubling back all the way because I can’t get any further. That goes triple for water, where the only place you can exit the river you just jumped into is 3 miles in the wrong direction.
This feeds powerfully into their PvP culture, as it is becoming typical to find that oft used bridges have their very own lvl 80 Troll, just waiting to gank you for daring to try and cross.
June 4th, 2008 at 10:22 am
simonkaye says:
For an early example of what I’d call a ‘rich’ free-form explorable world, I’d say Baldur’s Gate was absolutely fantastic. People sometimes forget that you had complete freedom of movement and action up and down (and across) the sword coast, with miles of interlocking, explorable tiles all beautifully painted and all just teeming with life and characterful side-quests. I lost myself for weeks in that world, and the sequel only gave you locations which had specific reasons to exist. This is why BG1 > BG2.
June 4th, 2008 at 11:33 am
Personally i feel AI has a lot to do with it. In GTA4 it feels like npcs have just randomly spawned and are doing a random animation specific to that area. Whereas the npcs you encounter in Stalker feel more real because you know they are actually up to something. Plus GTA4 just felt like running around in a giant static mesh
June 4th, 2008 at 11:41 am
Kieron Gillen says:
Mr President: I’ve seen my GF play endless hours of Endless Ocean. I think you can pull it off.
Frankly, were I an indie developer, doing something like it but a lot weirder would be one thing I’d consider giving a shot at.
KG
June 4th, 2008 at 11:49 am
@ matte k: Where in this month’s PCG UK is the feature on Oblivion mods? I’m likely being a total dolt, and it’s probably because I’ve managed to not notice some pages are stuck together, but I really can’t find it. :(
June 4th, 2008 at 1:38 pm
It’s a different variant of doofusosity than I’d expected. I have the previous issue of PC Gamer and have obviously picked it up on one of the last few days before it was taken off the shelves.
So the reason I can’t find it is because I don’t have that issue. :D
June 4th, 2008 at 2:22 pm
I’ve been playing through Oblivion recently too (must just be that time of the year) and I’ve enjoyed it enough to sink 100+ hours in so far, partly due to an obsessive desire to finish every quest this time. Not the best RPG, but a good game overall, once you use OOO and an interface mod.
As far as exploration is concerned, Almost Everything Viewable When Distant is great — you don’t need a magic compass to find things for the most part, you can see something in the distance (a doomstone, a ruin, a village) and say “I’m going there”.
@malkav11: I second the love for Whodunit. That was the one part of the game where I actually gave the smallest damn about a character. I actually felt bad about killing them. Aside from the characters being fairly well written and reacting to other characters and your actions in the quest, at least part of it is that the game encourages you to consider their feelings in your actions (ie, the two you can make fight each other), and once you have that empathy, they’re more like actual “people”.
June 4th, 2008 at 2:31 pm
Acosta says:
Loving the new tag. RPS masterminds must be preparing their plan to conquer internet using all this feedback, something like calling the page: Fallout of Oblivion’s Pirates. Plenty of internet money granted!
June 4th, 2008 at 3:07 pm
The_B says:
I fear if RPS do an article on Oblivion Piracy, the internet would collapse into a black hole with RPS at it’s centre…
June 4th, 2008 at 3:52 pm
For a moment there I thought brown was the new black and review scores was the new piracy. But no, just a big thread.
Not nearly enough Freelancer love. It’s a genuinely great exploration game, somewhat in disguise I grant you, but it’s there. Maybe if I’d played more space games over the years I wouldn’t have been so, ultimately, impressed. But I enjoyed wandering a lot, and a lot of love went into that wandering too. If I could contrast Stalker; I’m not nuts about it’s story but it manages to be unintrusive for some reason. It doesn’t hurt the overall vibe. Freelancer’s story and plot elements genuinely get in the way. They try and create the usual sort of narrative drive and urgency and it just shouldn’t be there. In fact I found obeying the apparent conventions before made the game much more difficult; There’s usually a point in each ‘act’ where you are set loose to do your own thing, then after a certain amount of money you get a message to come back to the story by someone. If you actually did that every time the game would be short and rediculously hard. You wouldn’t have enough money and you’d be in dust ups all the time, which isn’t that much fun. And, worst of all you’d skim through some very large and interesting places. Sure space is flat, the simulation is best described as Lite, they’re pulling whacky forced perspective (travel around a solar system and, if the draw distance is long enough, see that the gas giants are several times larger than the stars. Which doesn’t really happen that often really) and the economics is some distance below Lemonade Stand in complexity.
But after I finished and got to free play I systematically made myself neutral with just about every faction (which is fun in itself) and could roam where I pleased. And all the little things you find off the beated track; abandonned jump gates, trade lanes under construction, join a formation with a long haul trucking convoy (after you ask them where they’re going and they say) and when you think you are finally at the end of it all in some otherwise empty system whose peculiar make-up makes it seem like you are surrounded by blue skies, there’s a Freeport or some lonely outpost where the bar tender doesn’t know your name. The place’s little history goes in your collection and off you go again. “Hmm maybe this time I’ll smuggle illegal drugs into the central planets”
It’s really cool. I wish they’d turned around on it quickly and brought out a big open sequel. I’m sure nobody wanted to after its protracted development, but there’s a really fun game hiding there and I believe it’s almost MMO-ishly played online to this day.
June 4th, 2008 at 4:19 pm
Inglorion says:
This page gives me almost as much headache as the TES mod jungle.
Can someone please recommend me some good Oblivion mods? I’m willing to give another chance. :P
June 4th, 2008 at 5:02 pm
This just in: Yahtzee reviews Oblivion this week on Zero Punctuation.
http://www.escapistmagazine.com/videos/view/zero-punctuation/75-Oblivion
June 4th, 2008 at 5:18 pm
Cargo Cult says:
Okami: you beat me to it!
(Any chance of us PC-gaming übermenschen persuading Yahtzee to review STALKER? Could be fun – he’ll either tear it to utter shreds, or find some aspect that he’ll love, cherish and whatnot…)
June 4th, 2008 at 5:25 pm
Cargo Cult: That’s because every wednesday starting at 18h (CET) I open up The Escapist in my browser and hit F5 every few seconds.
I admit it, I’m a Zero Punctuation fanboy.
June 4th, 2008 at 5:32 pm
Inglorion says:
My attention went out the window for the rest of the video after mention of “soapy tit-wank.”
June 4th, 2008 at 5:41 pm
My thoughts on oblivion exploration:
Having a mod that kills the compass is a MUST. The feeling you get when you turn around a corner and are suddenly standing face to face with a daedric shrine is way better than just having the shrine blinking on your compass 6 hours before you actually reach the place.
On a related note: the daedric shrines really rocked. I loved the “collecting by exploration” things that oblivion had: the nirnroot, the daedric shrines, the books with statbonuses (I actually read all of those that I found), the books that were part of a series (read most of them..), the 10 alyied (or whatever) ruins that contained rare artefacts that you could collect for a quest, getting the blessings from all the gods from the wayshrines, etc.
Just exploring the terrain was also nice (especially since that daedric shrine that you wanted to find might be hiding behind that mountain..), but I agree with others that the 600000 identical dungeons/caves/castles/ruins that basically contained a few levelled monsters and some random loot and nothing more were a bit.. meh. Having less of those locations, but in the same area size (so spread further apart) would’ve improved the game alot.
Oh, and I spend a few hundred hours on the game and still haven’t found all the daedric ruins. So I can imagine that someone who only spent 20 hours on the game may have found zero, or maybe 1 or 2, and thus that element of the game is completely lost on them.
June 4th, 2008 at 8:03 pm
I also loved tracking down one of every book I could get my hands on. I don’t necessarily read them all (though I intend to one day – it just kinda breaks the flow of play to do it mid-adventuring), but having that library waiting for me is cool. And the skill bonuses are just gravy.
I think I myself would get rid of *all* of the pointless random-monster-and-levelled-loot dungeons. There’s nothing exciting about them in the least. Instead I’d have a smaller, more artfully spaced number of dungeons of varying sizes with their own little stories and dramas and reasons for being. Nothing terribly fancy, but stuff like the Ayleid ruin just as you’re exiting the sewers for the first time, or the cave (Underpall) with a subterranean dock and fort tucked away in it, being used by a necromancer, his assistants, and the undead host they’re raising. That sort of thing.
June 4th, 2008 at 11:17 pm
For me Exploration is the most important thing in computer games. Discovering hidden valleys, standing on a high cliff at sunset in a game with high end graphics in open worlds is as satisfying exploration wise as entering a new level in linear games.
Morrowind I liked better than Oblivion. Stalker worked better for me than Half Life 2. I did finish Morrowind and Stalker, Oblivion and HL 2 I did not.
Oblivion did not entertain me for all the reasons mentioned by others above but the most annoying factor was the teleporting guards that appeared in empty cellars of empty houses out of thin air when I stole an apple.
In Stalker every new level/area offered something different while in HL2 I grew tired of being jumped at by headcrabs in corridors I have seen in every other FPS for more than ten years now.
Exploration in PC games means that I can see something new, new atmosphere, new enemies, new situations when I climb a mountain or enter a new level.
Fallout had great exploration mechanics, even though it was a fast travel map with chance encounters. Finding a new, lovely designed unique place in the wasteland was exciting.
Exploring the island of Operation Flashpoint after winning the war and discovering how huge it actually was, now that was exciting too…travelling by car, then helicopter and it just would not end nor load. In Oblivion every tiny shed is an instance for god’s sake.
For an old gamer like myself there is not much exploring left in the world of pc games. Been there, seen it all. Well almost all, Stalker meets Gothic meets Operation Flashpoint meets Vampire Bloodlines will come true – for me to be explored within the next 20 years, I am sure. And I will make myself King of Aquilonia. Crom!
Hope dies last.
June 5th, 2008 at 1:31 am
Coleman says:
I’ve noticed lately that I trend toward games where exploration is a key element: GTAs, Oblivion, Fallout 1 & 2, Endless Ocean, etc. If I could have an open-world exploration-fest modeled after Oblivion but without a map, I would be in love. The idea of using the environment to your advantage to get around (like getting to higher elevations to see points of interest) is incredibly interesting to me.
And I want a more realistic, true Scuba-simulator. Endless Ocean, but way with way more depth (pardon the terrible pun).
June 5th, 2008 at 5:29 pm
Oblivion, while criticized for its lackluster RPG-elements among other things, at least was said to be strong in one thing: Exploration and immersiveness
Yahtzee slaps it by saying it’s one of the least immersive RPGs he ever played. Ouch :D
June 6th, 2008 at 2:11 am
Are wide open worlds necessary for the sense of exploration in a game? I’ve always felt that its the little details that do it for me. Half Life 2, for instance, is so full and convincing, just exploring its linear events is so enjoyable. Same with Max Payne 2 and Tomb Raider Legends.
Also, I would buy a game which is just exploration (if done well). Just walking around planting flags and making maps, thats all I need so long as the art direction and level design is superb.
June 6th, 2008 at 4:04 am
RichPowers says:
@Bacon
Agreed. As Yahtzee says in his review, Oblivion’s world may be huge, but much of it is uninteresting. I love the little details in HL2, like the newspaper clippings showing the 7-Hour War (such details provide narrative background so the game can avoid forced recaps and history lectures from NPCs…)
The detail is what counts. But wide open worlds provide excellent photo op moments and that “Lewis and Clark” sense of charting vast, unexplored territory.
WoW has all sorts of little details that make the gameworld fun to explore. Ever notice how most MMORPGs feature dull expanses of rendered forests with little to explore in between?
June 6th, 2008 at 4:45 am
Crispy says:
That we don’t yet do this is in gaming is, I suggest, less about the lack of maturity of gaming, more about the lack of maturity of gamers.
You’re going to have to qualify that, because on the face of it it’s utterly flawed. You’re saying that gamers are not mature enough (in attitude?) for games to be made to appeal to them. This isn’t how it works. When a game gets made that appeals to a more mature audience, a small niche of more mature gamers will be brought into the fold. If this sort of game is successful and accepted, more games will follow directed at this audience. One way of looking at it is that there is already a group of more mature (in attitude) gamers out there, they just aren’t being catered for yet.
Aimless wandering is rarely an adequate substitute for a well-told story.
This clearly shows how close-minded you are that you think a game’s strongest possible point is its narrative. There are so many other elements made possible in games that aren’t possible in literature or film (social interaction on about a gazillion levels, open-world exploration, open-structure sandbox play, personal achievement via emergence and/or progression, personal and team strategy, player customisation, novel replayability, the list goes on…). Just because these aren’t what you classify as interesting, it certainly doesn’t make narrative the most valuable element in a game.
The most popular quotation in reference to games is Sid Meier’s “A [good] game is a series of interesting choices.” I would say that “aimless wandering” fails to be interesting if the player has no goal, just as a “well-told story” on its own fails to present the player with any choices. While either might make an entertaining experience to those that way inclined, neither on their own makes a good ‘game’.
June 6th, 2008 at 11:27 am
This is weird to admit, but I was really affected by the grand, beautiful waste of space in Just Cause. The ultra-mediocre action wasn’t worthy of the environment it took place in; it was truly a game where wandering became the only reason I’d play it. After finishing the storyline, I spent a lot of time flying around and noting small points of interest, impressed by the periodic architectural curiosities thrown around (most of which you’d never see unless wandering) and kind of hoping for some magical AI surprise to appear. You have lots of ‘random’ interactions between gangsters and police on the road offering tantalizing echoes of far-off gunfire, but it’s never worth checking out, no matter how unscripted. I’ve rarely seen as potential-filled a game world in an action game, honestly. I was really shocked at how mod-proof they made it; some added content would definitely have brought me back for more play. At one point I realized that that island world would take a REALLY long time navigate around if you never had access to vehicles and had fun stuff to keep you trekking from one spot to the next– the game affords some really beautiful clifftop vistas just asking for some wandering warrior to stop and gaze at before making it to the next town. Yet another “let’s hope the sequel offers more” case… In the meantime, where’s the modding genius who can hack that thing?
June 10th, 2008 at 11:43 am
Incredible, incredible article. Of course Oblivion had its major valleys, but it was one of the best games to receive a large fan base of all time.
I am SO glad somebody mentioned Shadow of the Colossus. That has the most beautiful art and game world that I have seen to date.
Borderlands will be a must for you if you love open worlds.
June 17th, 2008 at 12:08 pm
There’s a game called Kyntt that focus on exploration and collection. There’s a few platformer type enemies and jumps, but very very few. I’ve heard it described as an ambient game, which exploration generally would be, and it’s really great. Secret passages are A1. Don’t get the sequel though.
June 17th, 2008 at 9:41 pm
simonkaye says:
Just Cause gave a beautiful and open world (about fifty times more interesting than the actual plot), but I’m not sure it qualifies as true exploration when you’re really just looking for a high place to drive a jeep off at sunset. Freelancer also left me exploro-cold. The game wasn’t dynamic enough in its freeform periods. The locations and activities were ultimately very similar. Driving a massive cargo of diamonds to a backwater planet didn’t change the price of diamonds there a jot.
Anyone remember Privateer 2: The Darkening? That game was essentially identical to freelancer. Except with Clive Owen instead of John Rhys-Davies.
June 18th, 2008 at 10:51 am
I love Just Cause.
Driving a car off a bridge, jumping out, and then harpooning another car below so you can paraglide behind it will never get old.
June 18th, 2008 at 10:57 am
I had high hopes for Oblivion (on 360, sorry) and got about 80 hours into the game. Then I ran into a bug that blocked me from finishing the Fighter’s Guild storyline. It reminded me of a similar bug in Morrowind, which ALSO kept me from finishing the Fighter’s Guild storyline (I think it was Chrysamere?). So 80 hours into Oblivion and 4 years after Morrowind, Bethesda still hasn’t learned their lessons.
Oh sure, I can download a patch, but I don’t pay good money to find the bugs in games for free, besides the fact that I’m well past the point in which I can use the patch from XBox Live. And scaled leveling? Are you kidding me? Why do these companies insist on punishing their customers? Good grief. Game save deleted, eBay here I come.
June 19th, 2008 at 1:54 am
“Would anyone pay for a game that was created in the name of aimless wandering tourism?”
Oh yes they would – and pay for it too! People already travel further and seeking weirder adventures IRL. Online ones would be an acceptable and cheaper alternative. Online socialising also increases.
Definately a viable business opportunity
September 14th, 2008 at 9:32 pm
I believe there is a market for completely exploration-based games where the only goal is to satisfy your own curiosity. The intriguing element of exploration is the idea that you might find something no one else has ever seen before. Of course it’s hard to truly experience that feeling because deep down all gamers know that someone designed this game and someone already knows about anything significant you might find.
November 25th, 2008 at 11:02 pm






Oblivion. *sigh*. A bore, a disappointment, a huge step backwards from Morrowind. It has virtually nothing to commend it.
It stands as a lowest common denominator action-RPG that is symptomatic of the death of narrative CRPGs.
Sometimes the Vault Dwellers are right.
June 3rd, 2008 at 8:20 am